This commit is contained in:
Jacob Vinding
2025-12-27 00:06:47 +01:00
commit 1c991e905d
1095 changed files with 172738 additions and 0 deletions
@@ -0,0 +1,826 @@
[
{
"type": "part",
"name": "modern00",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$$$$####$$$$$#",
"$##############$",
"$##############$",
"$##############$",
"$##############$",
"$##############$",
"###########1####",
"################",
"################",
"#####1##########",
"$############zz#",
"$######### # #",
"$######### # #",
"$######### #",
"$######### #",
"#$$$$$####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a # # a",
"# F# # a",
"a # a",
"# F# a",
"a # # %F% a",
"### ## #######",
"# #",
"# #",
"####### # # #",
"a # #cc# #",
"#L #### #",
"a # # #",
"# # # #",
"a L # # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a # # a",
"# # # a",
"a # a",
"# # a",
"a # # a",
"### ## #######",
"# #",
"# #",
"####### # # #",
"a # # # #",
"#L #cc# #",
"a #### #",
"# # # T #",
"a L # # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a # # a",
"# # # a",
"a # # a",
"# # # a",
"a # # a",
"####### #######",
"# #",
"# #",
"####### # # #",
"a # # # #",
"# # # # #",
"a # #cc####",
"# # #######",
"a # #######",
"#a#a#a##########"
],
[
"#$$$$$####$$$$$#",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $% $",
"#$$$$$$$$$$$$$$#",
"# $ $ #",
"# $ $ #",
"#$$$$$$$$$$$$$$#",
"$ $ $ ####",
"$ $ $ ####",
"$ $ $ #zz#",
"$ $ $ #",
"$ $ $ #",
"#$$$$$####$$$$$#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"########## ####",
"########## #zz#",
"########## # #",
"########## #",
"########## #",
"##########aaaaa#"
]
]
},
{
"type": "part",
"name": "modern01",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$$$$####$$$$$#",
"$##############$",
"$##############$",
"$##############$",
"$##########1###$",
"$##############$",
"###1############",
"################",
"################",
"################",
"$############zz#",
"$######### # #",
"$######### # #",
"$######### #",
"$######### #",
"#$$$$$####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a ## a",
"# #DD# a",
"a #DD# a",
"####### #######",
"# #",
"# #",
"#L # # #",
"a #cc# #",
"#L #### #",
"a # # #",
"# # #",
"a F F F # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a a",
"# KK a",
"a KK a",
"####### #######",
"# #",
"# #",
"#L # # #",
"a # # #",
"#L #cc# #",
"a #### #",
"# # T #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a a",
"# a",
"a a",
"####### #######",
"# #",
"# #",
"#L # # #",
"a # # #",
"#% # # #",
"a #cc####",
"# #######",
"a #######",
"#a#a#a##########"
],
[
"#$$$$$####$$$$$#",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"#$$$$$$$$$$$$$$#",
"# $ $ #",
"# $ $ #",
"#$$$$$$$$$$$$$$#",
"$ $ $ ####",
"$ $ $ ####",
"$ $ $ #zz#",
"$ $ $ #",
"$ $ $ #",
"#$$$$$####$$$$$#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"########## ####",
"########## #zz#",
"########## # #",
"########## #",
"########## #",
"##########aaaaa#"
]
]
},
{
"type": "part",
"name": "modern02",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$$$$####$$$$$#",
"$##############$",
"$##############$",
"$##1###########$",
"$##############$",
"$##############$",
"################",
"################",
"################",
"################",
"$############zz#",
"$#####1### # #",
"$######### # #",
"$######### #",
"$######### #",
"#$$$$$####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a # a",
"# ### # a",
"a ### # F a",
"# ### # F a",
"a # a",
"# # #",
"# # #",
"# # #",
"# # # # #",
"a # #cc# #",
"# # #### #",
"a # # # #",
"# # #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a # a",
"# # a",
"a C # a",
"# # a",
"a # a",
"# # #",
"# # #",
"# # #",
"# # # # #",
"a # # # #",
"# # #cc# #",
"a # #### #",
"# # T #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a # a",
"# # a",
"a # a",
"# # a",
"a # a",
"# # #",
"# # #",
"# # #",
"# # # # #",
"a # # # #",
"# # # # #",
"a # #cc####",
"# # #######",
"a # #######",
"#a#a#a##########"
],
[
"#$$$$$####$$$$$#",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"#$$$$$$$$$$$$$$#",
"# $ $ #",
"# $ $ #",
"#$$$$$$$$$$$$$$#",
"$ $ $ ####",
"$ $ $ ####",
"$ $ $ #zz#",
"$ $ $ #",
"$ $ $ #",
"#$$$$$####$$$$$#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"########## ####",
"########## #zz#",
"########## # #",
"########## #",
"########## #",
"##########aaaaa#"
]
]
},
{
"type": "part",
"name": "modern03",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$$$$####$$$$$#",
"$##############$",
"$##############$",
"$###########1##$",
"$##############$",
"$##############$",
"################",
"################",
"################",
"################",
"$########1###zz#",
"$######### # #",
"$######### # #",
"$######### #",
"$######### #",
"#$$$$$####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"#L ### a",
"a ### a",
"#L ### a",
"a a",
"# #######",
"# #",
"# #",
"# # # #",
"a #cc# #",
"#L #### #",
"a # # #",
"#L # #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"#L a",
"a C a",
"#L a",
"a a",
"# #######",
"# #",
"# #",
"# # # #",
"a # # #",
"#L #cc# #",
"a #### #",
"#L # T #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a a",
"# a",
"a a",
"# #######",
"# #",
"# #",
"# # # #",
"a # # #",
"# # # #",
"a #cc####",
"# #######",
"a #######",
"#a#a#a##########"
],
[
"#$$$$$####$$$$$#",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"#$$$$$$$$$$$$$$#",
"# $ $ #",
"# $ $ #",
"#$$$$$$$$$$$$$$#",
"$ $ $ ####",
"$ $ $ ####",
"$ $ $ #zz#",
"$ $ $ #",
"$ $ $ #",
"#$$$$$####$$$$$#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"########## ####",
"########## #zz#",
"########## # #",
"########## #",
"########## #",
"##########aaaaa#"
]
]
},
{
"type": "part",
"name": "modern04",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$$$$####$$$$$#",
"$##############$",
"$##############$",
"$########1#####$",
"$##############$",
"$##############$",
"################",
"################",
"################",
"################",
"$########1###zz#",
"$######### # #",
"$######### # #",
"$######### #",
"$######### #",
"#$$$$$####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a # a",
"# # a",
"a # a",
"# F# #",
"# F# #",
"# F# #",
"# F# # #",
"a #cc# #",
"# #### #",
"a # # #",
"# # #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a # a",
"# # a",
"a # a",
"# # #",
"# # #",
"# # #",
"# # # #",
"a # # #",
"# #cc# #",
"a #### #",
"# # T #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a # a",
"# # a",
"a # a",
"# # a",
"a # a",
"# # #",
"# # #",
"# # #",
"# # # #",
"a # # #",
"# # # #",
"a #cc####",
"# #######",
"a #######",
"#a#a#a##########"
],
[
"#$$$$$####$$$$$#",
"$ $ $ %%$",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"#$$$$$$$$$$$$$$#",
"# $%%$ #",
"# $%%$ #",
"#$$$$$$$$$$$$$$#",
"$ $ $ ####",
"$ $ $ ####",
"$ $ $ #zz#",
"$ $ $ #",
"$%% $ $ #",
"#$$$$$####$$$$$#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"########## ####",
"########## #zz#",
"########## # #",
"########## #",
"########## #",
"##########aaaaa#"
]
]
},
{
"type": "part",
"name": "modern05",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$$$$####$$$$$#",
"$##############$",
"$#1############$",
"$##############$",
"$##############$",
"$##############$",
"################",
"################",
"################",
"################",
"$#######1####zz#",
"$######### # #",
"$######### # #",
"$######### #",
"$######### #",
"#$$$$$####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# C a",
"a a",
"# a",
"a a",
"# #",
"# #",
"# #",
"###### ## # #",
"a FF L#cc# #",
"# #### #",
"a # # #",
"# # #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a a",
"# a",
"a a",
"# #",
"# #",
"# #",
"###### ## # #",
"a L# # #",
"# #cc# #",
"a #### #",
"# # T #",
"a # #",
"#a#a#a####aaaaa#"
],
[
"#a#a#a####aaaaa#",
"a a",
"# a",
"a a",
"# a",
"a a",
"# #",
"# #",
"# #",
"###### ## # #",
"a # # #",
"# # # #",
"a #cc####",
"# #######",
"a #######",
"#a#a#a##########"
],
[
"#$$$$$####$$$$$#",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"$ $ $ $",
"#$$$$$$$$$$$$$$#",
"# $ $ #",
"# $ $ #",
"#$$$$$$$$$$$$$$#",
"$ $ $ ####",
"$ $ $ ####",
"$ $ $ #zz#",
"$ $ $ #",
"$ $ $ #",
"#$$$$$####$$$$$#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"########## ####",
"########## #zz#",
"########## # #",
"########## #",
"########## #",
"##########aaaaa#"
]
]
},
{
"type": "part",
"name": "modern0t",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"#############zz#",
"########## # #",
"########## # #",
"########## #",
"########## #",
"##########aaaaa#"
],
[
"wwwwwww wwwwwww",
"w w",
"w w",
"w w",
"w w",
"w w",
"w w",
" ",
" ",
"w # #",
"w #### #",
"w # # #",
"w # # #",
"w # #",
"w # #",
"wwwwwww #aaaaa#"
],
[
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" # #",
" # #",
" #### #",
" # # #",
" # #",
" # #",
" #aaaaa#"
],
[
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ####",
" ####",
" ####",
" #######",
" #######",
" #######",
" #######"
]
]
},
{
"type": "building",
"name": "modern0",
"filler": "#",
"maxcellars": 6,
"minfloors": 3,
"maxfloors": 6,
"parts": [
{
"top": false,
"part": "modern00"
},
{
"top": false,
"part": "modern01"
},
{
"top": false,
"part": "modern02"
},
{
"top": false,
"part": "modern03"
},
{
"top": false,
"part": "modern04"
},
{
"top": false,
"part": "modern05"
},
{
"top": true,
"part": "modern0t"
}
]
}
]
@@ -0,0 +1,835 @@
[
{
"type": "part",
"name": "modern10",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"################",
"################",
"################",
"################",
"################",
"####1###########",
"##### t######",
"##### t######",
"####1###########",
"################",
"################",
"################",
"################",
"################",
"################"
],
[
"################",
"# #",
"# #",
"# #",
"# FF #",
"# #",
"# w###### #",
"# t# #",
"# t# #",
"# w###### #",
"# #",
"# FF #",
"# #",
"# #",
"# #",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a a",
"# w##### #",
"a t# a",
"a t# a",
"# w##### #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a a",
"# w#### #",
"a t# a",
"a t# a",
"# w#### #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a a",
"# w### #",
"a t# a",
"a t# a",
"# w### #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"#### t#######",
"#### t#######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern11",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"################",
"################",
"################",
"################",
"#########1######",
"################",
"##### t######",
"##### t######",
"################",
"################",
"################",
"################",
"##1#############",
"################",
"################"
],
[
"################",
"# #",
"# #",
"# # #",
"# # #",
"# FF# #",
"# ###### #",
"# t# #",
"# t# #",
"# ###### ####",
"# # w",
"# # z w",
"####L #F . w",
"#__#L # c w",
"# # w",
"##########wwwwww"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# # #",
"a # a",
"a # a",
"# w##### #",
"a t# a",
"a t# a",
"# w##### #aa#",
"a a ",
"a a ",
"# % # - ",
"a a ",
"a a ",
"#aa#aa#aa# w"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# # #",
"a # a",
"a # a",
"# w#### #",
"a t# a",
"a t# a",
"# w#######aa#",
"a a ",
"a a ",
"# # ",
"a a ",
"a a ",
"#aa#aa#aa# w"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# # #",
"a # a",
"a # a",
"# w### #",
"a t# a",
"a t# a",
"# w###aa#aa#",
"a a ",
"a a ",
"# # ",
"a a ",
"a a ",
"#aa#aa#aa# w"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"##### t######",
"##### t######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern12",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"##### t######",
"##### t######",
"#############1##",
"################",
"################",
"################",
"#####1##########",
"################",
"################"
],
[
"################",
"# #",
"# #",
"# #",
"# #",
"# FF #",
"# ###### #",
"# t# #",
"# t# #",
"# ###### ####",
"w #C #",
"w z# #",
"w .# #",
"w c# #",
"w # #",
"wwwwww##########"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a %% a",
"# w##### #",
"a t# a",
"a t# a",
"# ###### ####",
" a a",
" a a",
" -# #",
" a a",
" a a",
"w #aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a a",
"# w#### #",
"a t# a",
"a t# a",
"################",
" a a",
" a a",
" # #",
" a a",
" a a",
"w #aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a a",
"# w### #",
"a t# a",
"a t# a",
"#aa#aa##########",
" a a",
" a a",
" # #",
" a a",
" a a",
"w #aa#aa#aa#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"#### t#######",
"#### t#######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern13",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"################",
"################",
"################",
"################",
"######1#########",
"#############1##",
"##### t######",
"##### t######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
],
[
"wwwwww##########",
"w #",
"w #",
"w ## C #",
"w _# #",
"w #___# #",
"########## ####",
"# t# #",
"# t# #",
"# ###### ####",
"# FF #",
"# #",
"# #",
"# #",
"# #",
"################"
],
[
"w #aa#aa#aa#",
" a",
" a",
" # #",
" a a",
" a a",
"#aa####### ####",
"a t# a",
"a t# a",
"# w##### ####",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"w #aa#aa#aa#",
" # a",
" # a",
" # #",
" a a",
" a a",
"#aa#############",
"a t# a",
"a t# a",
"# w##########",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"w #aa#aa#aa#",
" a a",
" a a",
" # #",
" a a",
" a a",
"################",
"a t# a",
"a t# a",
"# w#########",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"#### t#######",
"#### t#######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern14",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"################",
"################",
"######1#########",
"################",
"################",
"################",
"##### t######",
"##### t######",
"##########1#####",
"################",
"################",
"################",
"################",
"################",
"################"
],
[
"##########wwwwww",
"# w",
"# w",
"# Q #z Fw",
"# Q #. w",
"# F #c w",
"# w############",
"# t# #",
"# t# #",
"# w######### #",
"# #",
"# #",
"# FF #",
"# LL #",
"# #",
"################"
],
[
"#aa#aa#aa# w",
"a ",
"a ",
"# # ",
"a a- ",
"a a ",
"# w#####aa#aa#",
"a t# a",
"a t# a",
"# w######## #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa# w",
"a # ",
"a # ",
"# # ",
"a a ",
"a a ",
"# w####aa#aa#",
"a t# a",
"a t# a",
"# w##########",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa# w",
"a a ",
"a a ",
"# # ",
"a a ",
"a a ",
"# w###aa#aa#",
"a t# a",
"a t# a",
"# w#########",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"#### t#######",
"#### t#######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern15",
"xsize": 16,
"zsize": 16,
"palette": [
{
"char": "T",
"block": "minecraft:trapped_chest",
"loot": "chestloot"
},
{
"char": "N",
"block": "minecraft:tnt"
}
],
"slices": [
[
"################",
"################",
"################",
"################",
"################",
"#######N########",
"####1###########",
"##### t######",
"##### t######",
"################",
"########1#######",
"################",
"################",
"################",
"################",
"################"
],
[
"################",
"# #___#",
"# _#",
"# ##",
"# ### #",
"# ### #",
"# w###### #",
"# t# #",
"# t# #",
"# w###### #",
"# ### #",
"# ### #",
"## #",
"#_ #",
"#___# #",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a T a",
"# w##### #",
"a t# a",
"a t# a",
"# w##### #",
"a C a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a a",
"# w#### #",
"a t# a",
"a t# a",
"# w#### #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #",
"a a",
"a a",
"# w### #",
"a t# a",
"a t# a",
"# w### #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"#### t#######",
"#### t#######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern1t",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"##### t######",
"##### t######",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
],
[
" ",
" ",
" ",
" ",
" ",
" ",
" ##### ",
" # ",
" # ",
" ##### ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" ",
" ",
" ",
" ",
" ",
" #### ",
" # ",
" # ",
" #### ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" ",
" ",
" ",
" ",
" ",
" ### ",
" ### ",
" ### ",
" ### ",
" ",
" ",
" ",
" ",
" ",
" "
]
]
},
{
"type": "building",
"name": "modern1",
"filler": "#",
"maxcellars": 3,
"minfloors": 3,
"maxfloors": 6,
"parts": [
{
"top": false,
"part": "modern10"
},
{
"top": false,
"part": "modern11"
},
{
"top": false,
"part": "modern12"
},
{
"top": false,
"part": "modern13"
},
{
"top": false,
"part": "modern14"
},
{
"top": false,
"part": "modern15"
},
{
"top": true,
"part": "modern1t"
}
]
}
]
@@ -0,0 +1,855 @@
[
{
"type": "part",
"name": "modern20",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"##########A #",
"##########A #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# ########## #",
"a FF ####",
"a #zz#",
"# # # #",
"a # # a",
"a # # a",
"# # C # #",
"a # L# a",
"a # L1# a",
"# ########## #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #############",
"a #zz#",
"a # #",
"# # # #",
"a # # a",
"a # # a",
"# # # #",
"a # L# a",
"a # L%# a",
"# ########## #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"# ####",
"# ####",
"# ##########zz#",
"# # # #",
"# # # #",
"# # # #",
"# # # #",
"# # # #",
"# # # #",
"# # # #",
"# # # #",
"# ########## #",
"# #",
"# #",
"################"
],
[
"#aa#aa#aa####aa#",
"a #A a",
"a #A a",
"# ########## #",
"a # # a",
"a # # a",
"# #% # #",
"a #1 # a",
"a #% # a",
"# # # #",
"a # # a",
"a # # a",
"# ########## #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"###########A #",
"###########A #",
"############# #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern21",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"##########A #",
"##########A #",
"############# #",
"############# #",
"##########1#####",
"################",
"################",
"################",
"###1############",
"################",
"################",
"################",
"################",
"################",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a # a",
"a # a",
"# # #### #",
"a # ####",
"a # #C$#zz#",
"# # #### #",
"a a",
"a a",
"####### #######",
"a FF FF a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a # a",
"a # a",
"# # #######",
"a # #zz#",
"a # # _# #",
"# # #### #",
"a a",
"a a",
"####### #######",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"# # ####",
"# # ####",
"# # ####zz#",
"# # # #",
"# # # # #",
"# # #### #",
"# # #",
"# # #",
"################",
"# #",
"# #",
"# #",
"# #",
"# #",
"################"
],
[
"#aa#aa#aa####aa#",
"a # #A a",
"a # #A a",
"# # #### #",
"a # # a",
"a # # # a",
"# # #### #",
"a # a",
"a # a",
"################",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"###########A #",
"###########A #",
"############# #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern22",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"##########A #",
"##########A #",
"############# #",
"############# #",
"################",
"#########1######",
"################",
"################",
"################",
"################",
"################",
"################",
"#DD1############",
"#DD#############",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# ########## #",
"a FF ####",
"a ### #zz#",
"# ### # #",
"a ### # a",
"a # a",
"# # #",
"a # a",
"a F# a",
"#__ F# #",
"aKK_ a",
"aKK_ a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #############",
"a #zz#",
"a # #",
"# C # #",
"a # a",
"a # a",
"# # #",
"a # a",
"a # a",
"# # #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"# ####",
"# ####",
"#############zz#",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"################"
],
[
"#aa#aa#aa####aa#",
"a #A a",
"a #A a",
"############# #",
"a # a",
"a # a",
"# # #",
"a # a",
"a # a",
"# # #",
"a # a",
"a # a",
"# # #",
"a # a",
"a # a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"###########A #",
"###########A #",
"############# #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern23",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"##########A #",
"##########A #",
"############# #",
"###########1# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"######1#########",
"################",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #### #",
"a LLL####",
"a #zz#",
"# LLL# #",
"a a",
"a a",
"####### $$ #",
"a $_ a",
"a $_ a",
"# F# $$ #",
"a F# a",
"a # a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #######",
"a LL#zz#",
"a # #",
"# %L# #",
"a a",
"a a",
"####### #",
"a a",
"a a",
"# # #",
"a # a",
"a # a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"# ####",
"# ####",
"# ####zz#",
"# L# #",
"# # #",
"# # #",
"# #",
"# #",
"####### #",
"# # #",
"# # #",
"# # #",
"# # #",
"# # #",
"################"
],
[
"#aa#aa#aa####aa#",
"a #A a",
"a #A a",
"# #### #",
"a # a",
"a # a",
"# # #",
"a a",
"a a",
"####### #",
"a # a",
"a # a",
"# # #",
"a # a",
"a # a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"###########A #",
"###########A #",
"############# #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern24",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"##########A #",
"##########A #",
"############# #",
"############# #",
"####1###########",
"################",
"################",
"################",
"################",
"######1#########",
"################",
"################",
"################",
"################",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a F a",
"a a",
"#F #### #",
"a L####",
"a $$$$$ #zz#",
"# $___$ # #",
"a a",
"a a",
"# #",
"a $___$ a",
"a $$$$$ a",
"#F F#",
"a a",
"a F F a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #######",
"a L#zz#",
"a # #",
"# # #",
"a a",
"a a",
"# #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"# ####",
"# ####",
"# ####zz#",
"# L# #",
"# # #",
"# # #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"################"
],
[
"#aa#aa#aa####aa#",
"a #A a",
"a #A a",
"# #### #",
"a L# a",
"a # a",
"# # #",
"a a",
"a a",
"# #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"###########A #",
"###########A #",
"############# #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern25",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"##########A #",
"##########A #",
"############# #",
"###########1# #",
"################",
"################",
"################",
"#######1########",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #### #",
"a %####",
"a #zz#",
"# # #",
"a FF a",
"a FF a",
"# #",
"a a",
"a a",
"# #",
"a a",
"a % a",
"#aa#aa#aa#aa#aa#"
],
[
"#aa#aa#aa#aa#aa#",
"a a",
"a a",
"# #######",
"a #zz#",
"a # #",
"# # #",
"a a",
"a a",
"# #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"# ####",
"# ####",
"# ####zz#",
"# # #",
"# # #",
"# # #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"################"
],
[
"#aa#aa#aa####aa#",
"a% #A a",
"a #A a",
"# #### #",
"a # a",
"a # a",
"# # #",
"a a",
"a a",
"# #",
"a a",
"a a",
"# #",
"a a",
"a a",
"#aa#aa#aa#aa#aa#"
],
[
"################",
"###########A #",
"###########A #",
"############# #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################",
"################"
]
]
},
{
"type": "part",
"name": "modern2t",
"xsize": 16,
"zsize": 16,
"slices": [
[
"################",
"##########A #",
"##########A #",
"############# #",
"############# #",
"################",
"################",
"################",
"################",
"################",
"#########1######",
"################",
"###1############",
"################",
"################",
"################"
],
[
" ####aa#",
" a",
" a",
" #### #",
" ####",
" ####",
" ",
" ",
" ############ ",
" #WWWWWWWWWW# ",
" #WWWWWWWWWW# ",
" #WWWWWWWWWW# ",
" #WWWWWWWWWW# ",
" ############ ",
" ",
" "
],
[
" ####aa#",
" a",
" a",
" #######",
" ####",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" #######",
" #######",
" #######",
" #######",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" ",
" : ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" : ",
" ::: ",
" : ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
]
]
},
{
"type": "building",
"name": "modern2",
"filler": "#",
"maxcellars": 3,
"minfloors": 2,
"maxfloors": 6,
"parts": [
{
"top": false,
"part": "modern20"
},
{
"top": false,
"part": "modern21"
},
{
"top": false,
"part": "modern22"
},
{
"top": false,
"part": "modern23"
},
{
"top": false,
"part": "modern24"
},
{
"top": false,
"part": "modern25"
},
{
"top": true,
"part": "modern2t"
}
]
}
]
@@ -0,0 +1,879 @@
[
{
"type": "part",
"name": "modern30",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$# #$$# #$$#",
"$##$$$$##$$$$##$",
"$##A ########$",
"#$#= #######$#",
" $############$ ",
" $############$ ",
"#$############$#",
"$######1#######$",
"$#######1######$",
"#$############$#",
" $############$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##$$$$##$$$$##$",
"#$$# #$$# #$$#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a ` a",
"#` t= ` `#",
" ` ```` ` ",
" ` ` ",
"#` `#",
"a FF a",
"a FF a",
"#` `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a = a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#$$# #$$# #$$#",
"$% $$$$ $$$$ $",
"$ =A $",
"#$ $#",
" $ ` ` $ ",
" $ $ ",
"#$ $#",
"$ $",
"$ $",
"#$ $#",
" $ $ ",
" $ $ ",
"#$ $#",
"$ $",
"$ $$$$% $$$$ $",
"#$$# #$$# #$$#"
],
[
"#### #### ####",
"################",
"###=A #########",
"### #########",
" ############## ",
" ############## ",
"################",
"################",
"################",
"################",
" ############## ",
" ############## ",
"################",
"################",
"################",
"#### #### ####"
]
]
},
{
"type": "part",
"name": "modern31",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$# #$$# #$$#",
"$##$$$$##$$$$##$",
"$##A ########$",
"#$#= #######$#",
" $############$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##############$",
"#$############$#",
" $############$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##$$$$##$$$$##$",
"#$$# #$$# #$$#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a ` a",
"#` t= ` `#",
" ` ```` ` ",
" ` ` ",
"#` ######## `#",
"a L 1 L a",
"a L L a",
"#` ######## `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` ######## `#",
"a L L a",
"a L L a",
"#` ######## `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a = a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` ######## `#",
"a L L a",
"a L L a",
"#` ######## `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#$$# #$$# #$$#",
"$ $$$$ $$$$ $",
"$ =A $",
"#$ $#",
" $ ` ` $ ",
" $ $ ",
"#$ ######## $#",
"$ L L $",
"$ L 1 L $",
"#$ ######## $#",
" $ $ ",
" $ $ ",
"#$ $#",
"$ $",
"$ $$$$ $$$$ $",
"#$$# #$$# #$$#"
],
[
"#### #### ####",
"################",
"###=A #########",
"### #########",
" ############## ",
" ############## ",
"################",
"################",
"################",
"################",
" ############## ",
" ############## ",
"################",
"################",
"################",
"#### #### ####"
]
]
},
{
"type": "part",
"name": "modern32",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$# #$$# #$$#",
"$##$$$$##$$$$##$",
"$##A ########$",
"#$#= #######$#",
" $############$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##############$",
"#$############$#",
" $##1#########$ ",
" $#########1##$ ",
"#$############$#",
"$##############$",
"$##$$$$##$$$$##$",
"#$$# #$$# #$$#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a ` a",
"#` t= ` `#",
" ` ```` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` # # `#",
" ` #FF %F# ` ",
" ` ######## ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` # # `#",
" ` # # ` ",
" ` ######## ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a = a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` # # `#",
" ` # # ` ",
" ` ######## ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#$$# #$$# #$$#",
"$ $$$$ $$$$ $",
"$ =A $",
"#$ $#",
" $ ` ` $ ",
" $ $ ",
"#$ $#",
"$ $",
"$ $",
"#$ # # $#",
" $ # # $ ",
" $ ######## $ ",
"#$ $#",
"$ $",
"$ $$$$ $$$$ $",
"#$$# #$$# #$$#"
],
[
"#### #### ####",
"################",
"###=A #########",
"### #########",
" ############## ",
" ############## ",
"################",
"################",
"################",
"################",
" ############## ",
" ############## ",
"################",
"################",
"################",
"#### #### ####"
]
]
},
{
"type": "part",
"name": "modern33",
"xsize": 16,
"zsize": 16,
"palette": [
{
"char": "T",
"block": "minecraft:trapped_chest",
"loot": "chestloot"
},
{
"char": "N",
"block": "minecraft:tnt"
}
],
"slices": [
[
"#$$# #$$# #$$#",
"$##$$$$##$$$$##$",
"$##A ########$",
"#$#= #######$#",
" $#########1##$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##############$",
"#$#######1####$#",
" $############$ ",
" $##N#########$ ",
"#$############$#",
"$##############$",
"$##$$$$##$$$$##$",
"#$$# #$$# #$$#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a ` a",
"#` t= ` ### `#",
" ` ```` ### ` ",
" ` ### ` ",
"#` # `#",
"a F a",
"a F a",
"#` # `#",
" ` ### ` ",
" ` ### ` ",
"#` ### `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a a",
"#` t= `#",
" ` ` ` C ` ",
" ` ` ",
"#` # `#",
"a a",
"a a",
"#` # `#",
" ` ` ",
" ` T ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a = a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` # `#",
"a a",
"a a",
"#` # `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#$$# #$$# #$$#",
"$ $$$$ $$$$ $",
"$ =A $",
"#$ $#",
" $ ` ` $ ",
" $ $ ",
"#$ # $#",
"$ $",
"$ $",
"#$ # $#",
" $ $ ",
" $ $ ",
"#$ $#",
"$ $",
"$ $$$$ $$$$ $",
"#$$# #$$# #$$#"
],
[
"#### #### ####",
"################",
"###=A #########",
"### #########",
" ############## ",
" ############## ",
"################",
"################",
"################",
"################",
" ############## ",
" ############## ",
"################",
"################",
"################",
"#### #### ####"
]
]
},
{
"type": "part",
"name": "modern34",
"xsize": 16,
"zsize": 16,
"palette": [
{
"char": "T",
"block": "minecraft:trapped_chest",
"loot": "chestloot"
},
{
"char": "N",
"block": "minecraft:tnt"
}
],
"slices": [
[
"#$$# #$$# #$$#",
"$##$$$$##$$$$##$",
"$##A ########$",
"#$#= #######$#",
" $#########N##$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##############$",
"#$#######1####$#",
" $############$ ",
" $##1#########$ ",
"#$############$#",
"$##############$",
"$##$$$$##$$$$##$",
"#$$# #$$# #$$#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a ` a",
"#` t= ` ### `#",
" ` ```` ### ` ",
" ` ### ` ",
"#` # `#",
"a F a",
"a F a",
"#` # `#",
" ` ### ` ",
" ` ### ` ",
"#` ### `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a a",
"#` t= `#",
" ` ` ` T ` ",
" ` ` ",
"#` # `#",
"a a",
"a a",
"#` # `#",
" ` ` ",
" ` C ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a = a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` # `#",
"a a",
"a a",
"#` # `#",
" ` ` ",
" ` ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#$$# #$$# #$$#",
"$ $$$$ $$$$ $",
"$ =A $",
"#$ $#",
" $ ` ` $ ",
" $ $ ",
"#$ # $#",
"$ $",
"$ $",
"#$ # $#",
" $ $ ",
" $ $ ",
"#$ $#",
"$ $",
"$ $$$$ $$$$ $",
"#$$# #$$# #$$#"
],
[
"#### #### ####",
"################",
"###=A #########",
"### #########",
" ############## ",
" ############## ",
"################",
"################",
"################",
"################",
" ############## ",
" ############## ",
"################",
"################",
"################",
"#### #### ####"
]
]
},
{
"type": "part",
"name": "modern35",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#$$# #$$# #$$#",
"$##$$$$##$$$$##$",
"$##A ########$",
"#$#= #######$#",
" $############$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##############$",
"#$############$#",
" $########1###$ ",
" $############$ ",
"#$############$#",
"$##############$",
"$##$$$$##$$$$##$",
"#$$# #$$# #$$#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a ` a",
"#` t= ` %% `#",
" ` ```` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` ### `#",
" ` ## ` ",
" ` 1 # ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` ### `#",
" ` #C ` ",
" ` # ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#aa# #aa# #aa#",
"a ```` ```` a",
"a = a",
"#` t= `#",
" ` ` ` ` ",
" ` ` ",
"#` `#",
"a a",
"a a",
"#` ### `#",
" ` # ` ",
" ` # ` ",
"#` `#",
"a a",
"a ```` ```` a",
"#aa# #aa# #aa#"
],
[
"#$$# #$$# #$$#",
"$ $$$$ $$$$ $",
"$ =A $",
"#$ $#",
" $ ` ` $ ",
" $ $ ",
"#$ $#",
"$ $",
"$ $",
"#$ %### $#",
" $ # $ ",
" $% # $ ",
"#$ $#",
"$ $",
"$ $$$$ $$$$ $",
"#$$# #$$# #$$#"
],
[
"#### #### ####",
"################",
"###=A #########",
"### #########",
" ############## ",
" ############## ",
"################",
"################",
"################",
"################",
" ############## ",
" ############## ",
"################",
"################",
"################",
"#### #### ####"
]
]
},
{
"type": "part",
"name": "modern3t",
"xsize": 16,
"zsize": 16,
"slices": [
[
"#### #### ####",
"################",
"###A #########",
"### #########",
" ############## ",
" ############## ",
"################",
"################",
"################",
"################",
" ############## ",
" ############## ",
"################",
"################",
"################",
"#### #### ####"
],
[
" ",
" ```` ",
" ` ",
" ` ",
" ```` ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" ```` ",
" ` ",
" ` ",
" ```` ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" #### ",
" #### ",
" #### ",
" #### ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" ",
" ",
" ",
" : ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
[
" ",
" ",
" ",
" : ",
" ::: ",
" : ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
]
]
},
{
"type": "building",
"name": "modern3",
"filler": "#",
"maxcellars": 3,
"minfloors": 2,
"maxfloors": 6,
"parts": [
{
"top": false,
"part": "modern30"
},
{
"top": false,
"part": "modern31"
},
{
"top": false,
"part": "modern32"
},
{
"top": false,
"ground": false,
"part": "modern33"
},
{
"top": false,
"ground": false,
"part": "modern34"
},
{
"top": false,
"part": "modern35"
},
{
"top": true,
"part": "modern3t"
}
]
}
]
@@ -0,0 +1,64 @@
[
{
"type": "condition",
"name": "easymobs",
"values": [
{
"factor": 1,
"value": "matteroverdrive:mutant_scientist"
}
]
},
{
"type": "condition",
"name": "hardmobs",
"values": [
{
"factor": 1,
"value": "matteroverdrive:mutant_scientist"
}
]
},
{
"type": "condition",
"name": "chestloot",
"values": [
{
"factor": 2,
"value": "lostcities:chests/lostcitychest",
"range": "4,100"
},
{
"factor": 2,
"value": "lostcities:chests/lostcitychest",
"range": "-100,-3"
},
{
"factor": 2,
"value": "lostcities:chests/raildungeonchest",
"inpart": "rail_dungeon1"
},
{
"factor": 2,
"value": "lostcities:chests/raildungeonchest",
"inpart": "rail_dungeon2"
},
{
"factor": 2,
"value": "minecraft:chests/village_blacksmith"
},
{
"factor": 2,
"value": "minecraft:chests/abandoned_mineshaft"
},
{
"factor": 2,
"value": "minecraft:chests/simple_dungeon"
},
{
"factor": 2,
"value": "minecraft:chests/nether_bridge"
}
]
}
]
+95
View File
@@ -0,0 +1,95 @@
# Configuration file
##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# General settings
##########################################################################################################
general {
# List of other worldtypes (id) that this mod will try to work with. The worldtype has to support the IChunkPrimerFactory API for this to work [default: ]
S:adaptingWorldTypes <
>
# List of additional Lost City dimensions. Format '<id>:<profile>' [default: ]
S:additionalDimensions <
>
# List of asset libraries loaded in the specified order. If the path starts with '/' it is going to be loaded directly from the classpath. If the path starts with '$' it is loaded from the config directory [default: [/assets/lostcities/citydata/conditions.json], [/assets/lostcities/citydata/palette.json], [/assets/lostcities/citydata/palette_desert.json], [/assets/lostcities/citydata/palette_chisel.json], [/assets/lostcities/citydata/palette_chisel_desert.json], [/assets/lostcities/citydata/highwayparts.json], [/assets/lostcities/citydata/railparts.json], [/assets/lostcities/citydata/monorailparts.json], [/assets/lostcities/citydata/buildingparts.json], [/assets/lostcities/citydata/library.json], [$lostcities/userassets.json]]
S:assets <
$lostcities/conditions.json
/assets/lostcities/citydata/palette.json
/assets/lostcities/citydata/palette_desert.json
$lostcities/palette_chisel.json
$lostcities/palette_chisel_desert.json
/assets/lostcities/citydata/highwayparts.json
/assets/lostcities/citydata/railparts.json
/assets/lostcities/citydata/monorailparts.json
/assets/lostcities/citydata/buildingparts.json
$lostcities/library.json
$lostcities/userassets.json
$lostcities/building_modern_0.json
$lostcities/building_modern_1.json
$lostcities/building_modern_2.json
$lostcities/building_modern_3.json
>
# List of blocks for which a lighting update is needed [default: [minecraft:glowstone], [minecraft:lit_pumpkin], [minecraft:magma]]
S:blocksRequiringLightingUpdates <
minecraft:glowstone
minecraft:lit_pumpkin
minecraft:magma
>
# Enable debugging/logging [default: false]
B:debug=false
# The default 'profile' to use for the overworld [default: default]
S:defaultProfile=chisel
# If true and if Biomes O Plenty is present the dimension will use BoP biomes [default: true]
B:dimensionBoP=true
# The 'ID' of the Lost City Dimension. Set to -1 if you don't want this dimension [range: -10000 ~ 10000, default: 111]
I:dimensionId=111
# The 'profile' to use for generation of the Lost City dimension [default: default]
S:dimensionProfile=default
# Disable this if you have mods like NEID or JEID installed. Note that when NEID or JEID is present this is disabled by default [default: true]
B:optimizedChunkgen=true
# List of privatep profiles that cannot be selected by the player but are only used as a child profile of another one [default: [bio_wasteland], [water_empty]]
S:privateProfiles <
bio_wasteland
water_empty
>
# List of all supported profiles (used for world creation). Warning! Make sure there is always a 'default' profile! [default: [default], [cavern], [nodamage], [rarecities], [floating], [space], [waterbubbles], [biosphere], [onlycities], [tallbuildings], [safe], [ancient], [wasteland], [chisel], [atlantis], [realistic]]
S:profiles <
default
cavern
nodamage
rarecities
floating
space
waterbubbles
biosphere
onlycities
tallbuildings
safe
ancient
wasteland
chisel
atlantis
realistic
>
# Block to put underneath a bed so that it qualifies as a teleporter bed [default: minecraft:diamond_block]
S:specialBedBlock=minecraft:diamond_block
# Config version. Do not modify this manually!
I:version=7
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,369 @@
[
{
"type": "style",
"name": "outside_chisel",
"randompalettes": [
[
{
"factor": 1.0,
"palette": "common"
}
],
[
{
"factor": 1.0,
"palette": "default_chisel"
}
],
[
{
"factor": 1.0,
"palette": "bricks_chisel_standard"
}
],
[
{
"factor": 1.0,
"palette": "glass_full"
}
],
[
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
}
]
]
},
{
"type": "style",
"name": "standard_chisel",
"randompalettes": [
[
{
"factor": 1.0,
"palette": "common"
}
],
[
{
"factor": 1.0,
"palette": "default_chisel"
}
],
[
{
"factor": 1.0,
"palette": "bricks_chisel_standard"
},
{
"factor": 1.0,
"palette": "bricks_chisel_cyan"
},
{
"factor": 1.0,
"palette": "bricks_chisel_gray"
},
{
"factor": 1.0,
"palette": "bricks_chisel_silver"
}
],
[
{
"factor": 1.0,
"palette": "glass_full"
},
{
"factor": 1.0,
"palette": "glass_pane"
},
{
"factor": 1.0,
"palette": "glass_full_white"
},
{
"factor": 1.0,
"palette": "glass_pane_white"
},
{
"factor": 1.0,
"palette": "glass_full_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_blue"
},
{
"factor": 1.0,
"palette": "glass_full_light_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_light_blue"
},
{
"factor": 1.0,
"palette": "glass_full_gray"
},
{
"factor": 1.0,
"palette": "glass_pane_gray"
}
],
[
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_bricks"
},
{
"factor": 1.0,
"palette": "glass_side_variant_quartz"
}
]
]
},
{
"type": "palette",
"name": "bricks_chisel_standard",
"palette": [
{
"char": "X",
"block": "chisel:factory@1",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technicalnew@4",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 1,
"block": "chisel:technical@14"
},
{
"random": 2000,
"block": "chisel:factory@1"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_gray",
"palette": [
{
"char": "X",
"block": "xtones:tank@6",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "xtones:tank@6"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_cyan",
"palette": [
{
"char": "X",
"block": "chisel:technicalnew@2",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technicalnew@4",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 1,
"block": "chisel:technical@14"
},
{
"random": 2000,
"block": "chisel:technicalnew@2"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_silver",
"palette": [
{
"char": "X",
"block": "chisel:factory@13",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "chisel:factory@13"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "default_chisel",
"palette": [
{
"char": "Q",
"block": "sonarcore:reinforcedstonebrick",
"damaged": "minecraft:iron_bars"
},
{
"char": "R",
"block": "chisel:technicalnew@2",
"damaged": "minecraft:iron_bars"
},
{
"char": "u",
"block": "securitycraft:reinforced_stone_brick",
"damaged": "minecraft:iron_bars"
},
{
"char": "S",
"block": "chisel:technicalnew@2",
"damaged": "minecraft:iron_bars"
},
{
"char": "b",
"block": "chisel:factory@4"
},
{
"char": "B",
"block": "sonarcore:reinforcedstonebrick",
"damaged": "minecraft:iron_bars"
},
{
"char": "v",
"blocks": [
{
"random": 10,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 9,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "y",
"blocks": [
{
"random": 10,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 9,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "x",
"block": "sonarcore:reinforcedstonebrick"
},
{
"char": "_",
"block": "securitycraft:reinforced_stone_slabs@3"
},
{
"char": "=",
"block": "securitycraft:reinforced_stone_slabs@3"
},
{
"char": "w",
"block": "securitycraft:reinforced_walls"
},
{
"char": ":",
"block": "minecraft:iron_bars"
},
{
"char": "A",
"block": "securitycraft:reinforced_stairs_stone_brick@1"
},
{
"char": "t",
"block": "securitycraft:reinforced_stairs_stone_brick@0"
},
{
"char": "z",
"block": "securitycraft:reinforced_stairs_stone_brick@3"
},
{
"char": "c",
"block": "securitycraft:reinforced_stairs_stone_brick@2"
},
{
"char": "d",
"block": "securitycraft:reinforced_stairs_stone_brick@7"
},
{
"char": "(",
"block": "sonarcore:reinforcedstonebrickstairs@3"
},
{
"char": ")",
"block": "sonarcore:reinforcedstonebrickstairs@2"
},
{
"char": "/",
"block": "securitycraft:reinforced_stairs_stone_brick@1"
}
]
}
]
@@ -0,0 +1,357 @@
[
{
"type": "style",
"name": "outside_chisel",
"randompalettes": [
[
{
"factor": 1.0,
"palette": "common"
}
],
[
{
"factor": 1.0,
"palette": "default_chisel"
}
],
[
{
"factor": 1.0,
"palette": "bricks_chisel_standard"
}
],
[
{
"factor": 1.0,
"palette": "glass_full"
}
],
[
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
}
]
]
},
{
"type": "style",
"name": "standard_chisel",
"randompalettes": [
[
{
"factor": 1.0,
"palette": "common"
}
],
[
{
"factor": 1.0,
"palette": "default_chisel"
}
],
[
{
"factor": 1.0,
"palette": "bricks_chisel_standard"
},
{
"factor": 1.0,
"palette": "bricks_chisel_cyan"
},
{
"factor": 1.0,
"palette": "bricks_chisel_gray"
},
{
"factor": 1.0,
"palette": "bricks_chisel_silver"
}
],
[
{
"factor": 1.0,
"palette": "glass_full"
},
{
"factor": 1.0,
"palette": "glass_pane"
},
{
"factor": 1.0,
"palette": "glass_full_white"
},
{
"factor": 1.0,
"palette": "glass_pane_white"
},
{
"factor": 1.0,
"palette": "glass_full_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_blue"
},
{
"factor": 1.0,
"palette": "glass_full_light_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_light_blue"
},
{
"factor": 1.0,
"palette": "glass_full_gray"
},
{
"factor": 1.0,
"palette": "glass_pane_gray"
}
],
[
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_bricks"
},
{
"factor": 1.0,
"palette": "glass_side_variant_quartz"
}
]
]
},
{
"type": "palette",
"name": "bricks_chisel_standard",
"palette": [
{
"char": "X",
"block": "matteroverdrive:decorative.tritanium_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 5,
"block": "matteroverdrive:decorative.vent.bright"
},
{
"random": 2000,
"block": "matteroverdrive:decorative.tritanium_plate"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_cyan",
"palette": [
{
"char": "X",
"block": "matteroverdrive:decorative.tritanium_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 5,
"block": "matteroverdrive:decorative.vent.bright"
},
{
"random": 2000,
"block": "matteroverdrive:decorative.tritanium_plate"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_gray",
"palette": [
{
"char": "X",
"block": "matteroverdrive:machine_hull",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "matteroverdrive:machine_hull"
},
{
"random": 5,
"block": "matteroverdrive:decorative.vent.bright"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_silver",
"palette": [
{
"char": "X",
"block": "matteroverdrive:decorative.separator",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "matteroverdrive:decorative.separator"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "default_chisel",
"palette": [
{
"char": "Q",
"block": "matteroverdrive:decorative.white_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "R",
"block": "matteroverdrive:decorative.tritanium_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "u",
"block": "appliedenergistics2:smooth_sky_stone_block",
"damaged": "minecraft:iron_bars"
},
{
"char": "S",
"block": "matteroverdrive:decorative.tritanium_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "b",
"block": "minecraft:stone"
},
{
"char": "B",
"block": "matteroverdrive:decorative.floor_tiles@8",
"damaged": "minecraft:iron_bars"
},
{
"char": "v",
"blocks": [
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "y",
"blocks": [
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "x",
"block": "sonarcore:reinforcedstonebrick"
},
{
"char": "_",
"block": "appliedenergistics2:smooth_sky_stone_slab"
},
{
"char": "=",
"block": "appliedenergistics2:smooth_sky_stone_slab@8"
},
{
"char": "w",
"block": "minestrapp:m_cobblestone_wall@2"
},
{
"char": ":",
"block": "minecraft:iron_bars"
},
{
"char": "A",
"block": "appliedenergistics2:smooth_sky_stone_stairs@1"
},
{
"char": "t",
"block": "appliedenergistics2:smooth_sky_stone_stairs@0"
},
{
"char": "z",
"block": "appliedenergistics2:smooth_sky_stone_stairs@3"
},
{
"char": "c",
"block": "appliedenergistics2:smooth_sky_stone_stairs@2"
},
{
"char": "d",
"block": "appliedenergistics2:smooth_sky_stone_stairs@7"
},
{
"char": "(",
"block": "appliedenergistics2:smooth_sky_stone_stairs@3"
},
{
"char": ")",
"block": "appliedenergistics2:smooth_sky_stone_stairs@2"
},
{
"char": "/",
"block": "appliedenergistics2:smooth_sky_stone_stairs@1"
}
]
}
]
@@ -0,0 +1,329 @@
[
{
"type": "style",
"name": "desert_chisel",
"randompalettes": [
[
{
"factor": 1.0,
"palette": "common"
}
],
[
{
"factor": 1.0,
"palette": "default_chisel_desert"
}
],
[
{
"factor": 1.0,
"palette": "bricks_chisel_desert"
},
{
"factor": 1.0,
"palette": "bricks_chisel_desert_red"
},
{
"factor": 1.0,
"palette": "bricks_chisel_desert_orange"
}
],
[
{
"factor": 1.0,
"palette": "glass_full"
},
{
"factor": 1.0,
"palette": "glass_pane"
},
{
"factor": 1.0,
"palette": "glass_full_white"
},
{
"factor": 1.0,
"palette": "glass_pane_white"
},
{
"factor": 1.0,
"palette": "glass_full_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_blue"
},
{
"factor": 1.0,
"palette": "glass_full_light_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_light_blue"
},
{
"factor": 1.0,
"palette": "glass_full_gray"
},
{
"factor": 1.0,
"palette": "glass_pane_gray"
}
],
[
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_bricks"
},
{
"factor": 1.0,
"palette": "glass_side_variant_quartz"
}
]
]
},
{
"type": "palette",
"name": "bricks_chisel_desert",
"palette": [
{
"char": "X",
"block": "chisel:factory@1",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technicalnew@4",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 1,
"block": "chisel:technical@14"
},
{
"random": 2000,
"block": "chisel:factory@1"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_desert_red",
"palette": [
{
"char": "X",
"block": "xtones:tank@6",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "xtones:tank@6"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_desert_orange",
"palette": [
{
"char": "X",
"block": "chisel:technicalnew@2",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technicalnew@4",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 1,
"block": "chisel:technical@14"
},
{
"random": 2000,
"block": "chisel:technicalnew@2"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_desert_redsand",
"palette": [
{
"char": "X",
"block": "chisel:factory@13",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "chisel:factory@13"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "default_chisel_desert",
"palette": [
{
"char": "Q",
"block": "sonarcore:reinforcedstonebrick",
"damaged": "minecraft:iron_bars"
},
{
"char": "R",
"block": "chisel:technicalnew@2",
"damaged": "minecraft:iron_bars"
},
{
"char": "u",
"block": "securitycraft:reinforced_stone_brick",
"damaged": "minecraft:iron_bars"
},
{
"char": "S",
"block": "chisel:technicalnew@2",
"damaged": "minecraft:iron_bars"
},
{
"char": "b",
"block": "chisel:factory@4"
},
{
"char": "B",
"block": "sonarcore:reinforcedstonebrick",
"damaged": "minecraft:iron_bars"
},
{
"char": "v",
"blocks": [
{
"random": 10,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 9,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "y",
"blocks": [
{
"random": 10,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 9,
"block": "sonarcore:reinforcedstonebrick"
},
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "x",
"block": "sonarcore:reinforcedstonebrick"
},
{
"char": "_",
"block": "securitycraft:reinforced_stone_slabs@3"
},
{
"char": "=",
"block": "securitycraft:reinforced_stone_slabs@3"
},
{
"char": "w",
"block": "securitycraft:reinforced_walls"
},
{
"char": ":",
"block": "minecraft:iron_bars"
},
{
"char": "A",
"block": "securitycraft:reinforced_stairs_stone_brick@1"
},
{
"char": "t",
"block": "securitycraft:reinforced_stairs_stone_brick@0"
},
{
"char": "z",
"block": "securitycraft:reinforced_stairs_stone_brick@3"
},
{
"char": "c",
"block": "securitycraft:reinforced_stairs_stone_brick@2"
},
{
"char": "d",
"block": "securitycraft:reinforced_stairs_stone_brick@7"
},
{
"char": "(",
"block": "sonarcore:reinforcedstonebrickstairs@3"
},
{
"char": ")",
"block": "sonarcore:reinforcedstonebrickstairs@2"
},
{
"char": "/",
"block": "securitycraft:reinforced_stairs_stone_brick@1"
}
]
}
]
@@ -0,0 +1,317 @@
[
{
"type": "style",
"name": "desert_chisel",
"randompalettes": [
[
{
"factor": 1.0,
"palette": "common"
}
],
[
{
"factor": 1.0,
"palette": "default_chisel_desert"
}
],
[
{
"factor": 1.0,
"palette": "bricks_chisel_desert"
},
{
"factor": 1.0,
"palette": "bricks_chisel_desert_red"
},
{
"factor": 1.0,
"palette": "bricks_chisel_desert_orange"
}
],
[
{
"factor": 1.0,
"palette": "glass_full"
},
{
"factor": 1.0,
"palette": "glass_pane"
},
{
"factor": 1.0,
"palette": "glass_full_white"
},
{
"factor": 1.0,
"palette": "glass_pane_white"
},
{
"factor": 1.0,
"palette": "glass_full_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_blue"
},
{
"factor": 1.0,
"palette": "glass_full_light_blue"
},
{
"factor": 1.0,
"palette": "glass_pane_light_blue"
},
{
"factor": 1.0,
"palette": "glass_full_gray"
},
{
"factor": 1.0,
"palette": "glass_pane_gray"
}
],
[
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_glass"
},
{
"factor": 1.0,
"palette": "glass_side_variant_bricks"
},
{
"factor": 1.0,
"palette": "glass_side_variant_quartz"
}
]
]
},
{
"type": "palette",
"name": "bricks_chisel_desert",
"palette": [
{
"char": "X",
"block": "matteroverdrive:decorative.tritanium_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 5,
"block": "matteroverdrive:decorative.vent.bright"
},
{
"random": 2000,
"block": "matteroverdrive:decorative.tritanium_plate"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_desert_red",
"palette": [
{
"char": "X",
"block": "matteroverdrive:machine_hull",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "matteroverdrive:machine_hull"
},
{
"random": 5,
"block": "matteroverdrive:decorative.vent.bright"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_desert_orange",
"palette": [
{
"char": "X",
"block": "matteroverdrive:decorative.separator",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "chisel:technical@14",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 2000,
"block": "matteroverdrive:decorative.separator"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "bricks_chisel_desert_redsand",
"palette": [
{
"char": "X",
"block": "minecraft:red_sandstone@2",
"damaged": "minecraft:iron_bars"
},
{
"char": "$",
"block": "minecraft:double_stone_slab2",
"damaged": "minecraft:iron_bars"
},
{
"char": "#",
"blocks": [
{
"random": 12,
"block": "minecraft:red_sandstone"
},
{
"random": 1000,
"block": "minecraft:red_sandstone@2"
}
],
"damaged": "minecraft:iron_bars"
}
]
},
{
"type": "palette",
"name": "default_chisel_desert",
"palette": [
{
"char": "Q",
"block": "matteroverdrive:decorative.white_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "R",
"block": "matteroverdrive:decorative.tritanium_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "u",
"block": "appliedenergistics2:smooth_sky_stone_block",
"damaged": "minecraft:iron_bars"
},
{
"char": "S",
"block": "matteroverdrive:decorative.tritanium_plate",
"damaged": "minecraft:iron_bars"
},
{
"char": "b",
"block": "minecraft:stone"
},
{
"char": "B",
"block": "matteroverdrive:decorative.floor_tiles@8",
"damaged": "minecraft:iron_bars"
},
{
"char": "v",
"blocks": [
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "y",
"blocks": [
{
"random": 2000,
"block": "sonarcore:reinforcedstonebrick"
}
],
"damaged": "minecraft:iron_bars"
},
{
"char": "x",
"block": "sonarcore:reinforcedstonebrick"
},
{
"char": "_",
"block": "appliedenergistics2:smooth_sky_stone_slab"
},
{
"char": "=",
"block": "appliedenergistics2:smooth_sky_stone_slab@8"
},
{
"char": "w",
"block": "minestrapp:m_cobblestone_wall@2"
},
{
"char": ":",
"block": "minecraft:iron_bars"
},
{
"char": "A",
"block": "appliedenergistics2:smooth_sky_stone_stairs@1"
},
{
"char": "t",
"block": "appliedenergistics2:smooth_sky_stone_stairs@0"
},
{
"char": "z",
"block": "appliedenergistics2:smooth_sky_stone_stairs@3"
},
{
"char": "c",
"block": "appliedenergistics2:smooth_sky_stone_stairs@2"
},
{
"char": "d",
"block": "appliedenergistics2:smooth_sky_stone_stairs@7"
},
{
"char": "(",
"block": "appliedenergistics2:smooth_sky_stone_stairs@3"
},
{
"char": ")",
"block": "appliedenergistics2:smooth_sky_stone_stairs@2"
},
{
"char": "/",
"block": "appliedenergistics2:smooth_sky_stone_stairs@1"
}
]
}
]
@@ -0,0 +1,457 @@
# Configuration file
##########################################################################################################
# cities_ancient
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the ancient profile
##########################################################################################################
cities_ancient {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_ancient
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the ancient profile
##########################################################################################################
cityspheres_ancient {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_ancient
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the ancient profile
##########################################################################################################
client_ancient {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_ancient
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the ancient profile
##########################################################################################################
explosions_ancient {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.0]
S:explosionChance=0.0
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0]
S:miniExplosionChance=0.0
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_ancient
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the ancient profile
##########################################################################################################
lostcity_ancient {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [jungle=1], [jungle_hills=1], [jungle_edge=2], [ocean=8], [beaches=20], [river=5]]
S:allowedBiomeFactors <
jungle=1
jungle_hills=1
jungle_edge=2
ocean=8
beaches=20
river=5
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Ancient jungle city, vines and leafs, ruined buildings]
S:description=Ancient jungle city, vines and leafs, ruined buildings
# Additional information [default: Note! This disables many biomes like deserts, plains, extreme hills, ...]
S:extraDescription=Note! This disables many biomes like deserts, plains, extreme hills, ...
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_ancient.png]
S:icon=textures/gui/icon_ancient.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.05]
S:randomLeafBlockChance=0.05
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 6]
I:randomLeafBlockThickness=6
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0]
S:rubbleDirtScale=2.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0]
S:rubbleLeaveScale=2.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.9]
S:ruinChance=0.9
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMaxlevelPercent=0.8
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.0]
S:ruinMinlevelPercent=0.0
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.1]
S:vineChance=0.1
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_ancient=128
}
##########################################################################################################
# structures_ancient
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the ancient profile
##########################################################################################################
structures_ancient {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_atlantis
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the atlantis profile
##########################################################################################################
cities_atlantis {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_atlantis
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the atlantis profile
##########################################################################################################
cityspheres_atlantis {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_atlantis
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the atlantis profile
##########################################################################################################
client_atlantis {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_atlantis
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the atlantis profile
##########################################################################################################
explosions_atlantis {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_atlantis
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the atlantis profile
##########################################################################################################
lostcity_atlantis {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Drowned cities, raised waterlevel]
S:description=Drowned cities, raised waterlevel
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_atlantis.png]
S:icon=textures/gui/icon_atlantis.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.1]
S:ruinChance=0.1
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: -20]
I:waterLevelOffset=-20
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_atlantis=128
}
##########################################################################################################
# structures_atlantis
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the atlantis profile
##########################################################################################################
structures_atlantis {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,456 @@
# Configuration file
##########################################################################################################
# cities_bio_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the bio_wasteland profile
##########################################################################################################
cities_bio_wasteland {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.008]
S:cityChance=0.008
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 80]
I:cityMaxRadius=80
# The minimum radius of a city [range: 1 ~ 10000, default: 30]
I:cityMinRadius=30
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_bio_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the bio_wasteland profile
##########################################################################################################
cityspheres_bio_wasteland {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_bio_wasteland
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the bio_wasteland profile
##########################################################################################################
client_bio_wasteland {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_bio_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the bio_wasteland profile
##########################################################################################################
explosions_bio_wasteland {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_bio_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the bio_wasteland profile
##########################################################################################################
lostcity_bio_wasteland {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [stone_beach=1], [dead_forest=1], [outback=1], [volcanic_island=1], [wasteland=.3]]
S:allowedBiomeFactors <
stone_beach=1
dead_forest=1
outback=1
volcanic_island=1
wasteland=.3
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: true]
B:avoidFoliage=true
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: true]
B:avoidGeneratedFlowers=true
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: true]
B:avoidGeneratedLakewater=true
# This will prevent biomes from generating lilypads [default: true]
B:avoidGeneratedLilypads=true
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: true]
B:avoidGeneratedReeds=true
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: true]
B:avoidWater=true
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 2]
I:buildingMaxCellars=2
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Private wasteland for biospheres]
S:description=Private wasteland for biospheres
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 40]
I:groundLevel=40
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: ]
S:icon=
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.0]
S:randomLeafBlockChance=0.0
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0]
S:rubbleDirtScale=2.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 0.0]
S:rubbleLeaveScale=0.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 1.0]
S:ruinChance=1.0
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.4]
S:ruinMaxlevelPercent=0.4
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.1]
S:ruinMinlevelPercent=0.1
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.0]
S:vineChance=0.0
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 70]
I:waterLevelOffset=70
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_bio_wasteland=128
}
##########################################################################################################
# structures_bio_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the bio_wasteland profile
##########################################################################################################
structures_bio_wasteland {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=false
# Generate mansions
B:generateMansions=false
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,454 @@
# Configuration file
##########################################################################################################
# cities_biosphere
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the biosphere profile
##########################################################################################################
cities_biosphere {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.7]
S:cityChance=0.7
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 60]
I:cityLevel0Height=60
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 66]
I:cityLevel1Height=66
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 72]
I:cityLevel2Height=72
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 78]
I:cityLevel3Height=78
# The maximum radius of a city [range: 1 ~ 10000, default: 90]
I:cityMaxRadius=90
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.05]
S:cityThresshold=0.05
}
##########################################################################################################
# cityspheres_biosphere
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the biosphere profile
##########################################################################################################
cityspheres_biosphere {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.4]
S:citySphereChance=0.4
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: true]
B:landscapeOutside=true
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.0]
S:monorailChance=0.0
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: bio_wasteland]
S:outsideProfile=bio_wasteland
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 0.5]
S:outsideSurfaceVariation=0.5
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_biosphere
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the biosphere profile
##########################################################################################################
client_biosphere {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 30.0]
S:horizon=30.0
}
##########################################################################################################
# explosions_biosphere
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the biosphere profile
##########################################################################################################
explosions_biosphere {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.0]
S:explosionChance=0.0
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.01]
S:miniExplosionChance=0.01
# The maximum height of a mini explosion [range: 1 ~ 256, default: 75]
I:miniExplosionMaxHeight=75
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 10]
I:miniExplosionMaxRadius=10
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_biosphere
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the biosphere profile
##########################################################################################################
lostcity_biosphere {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [jungle=1], [jungle_hills=1], [jungle_edge=2]]
S:allowedBiomeFactors <
jungle=1
jungle_hills=1
jungle_edge=2
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Jungles in big glass bubbles on a barren landscape]
S:description=Jungles in big glass bubbles on a barren landscape
# Additional information [default: This profile works best with Biomes O Plenty]
S:extraDescription=This profile works best with Biomes O Plenty
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: true]
B:generateLighting=true
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 60]
I:groundLevel=60
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0]
I:highwayDistanceMask=0
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_biosphere.png]
S:icon=textures/gui/icon_biosphere.png
# Type of landscape [default: space]
S:landscapeType=space
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: false]
B:railwayStationsEnabled=false
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true]
B:railwaysCanEnd=true
# If true then railways are enabled. If false they are not (but stations will still generate) [default: false]
B:railwaysEnabled=false
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false]
B:rubbleLayer=false
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.7]
S:ruinChance=0.7
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMaxlevelPercent=0.8
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.3]
S:ruinMinlevelPercent=0.3
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: jungle]
S:spawnBiome=jungle
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 70]
I:waterLevelOffset=70
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_biosphere=128
}
##########################################################################################################
# structures_biosphere
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the biosphere profile
##########################################################################################################
structures_biosphere {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=false
# Generate mineshafts
B:generateMineshafts=false
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=false
# Generate strongholds
B:generateStrongholds=false
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_cavern
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the cavern profile
##########################################################################################################
cities_cavern {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_cavern
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the cavern profile
##########################################################################################################
cityspheres_cavern {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_cavern
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the cavern profile
##########################################################################################################
client_cavern {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: 0.0]
S:fogBlue=0.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: 0.02]
S:fogDensity=0.02
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: 0.0]
S:fogGreen=0.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: 0.0]
S:fogRed=0.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 128.0]
S:horizon=128.0
}
##########################################################################################################
# explosions_cavern
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the cavern profile
##########################################################################################################
explosions_cavern {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.0]
S:explosionChance=0.0
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0]
S:miniExplosionChance=0.0
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_cavern
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the cavern profile
##########################################################################################################
lostcity_cavern {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: This is a cavern type world (like the nether)]
S:description=This is a cavern type world (like the nether)
# Additional information [default: There are lights in the building but the outside is very dark. Warning! This is pretty heavy on performance!]
S:extraDescription=There are lights in the building but the outside is very dark. Warning! This is pretty heavy on performance!
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: true]
B:generateLighting=true
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_cavern.png]
S:icon=textures/gui/icon_cavern.png
# Type of landscape [default: cavern]
S:landscapeType=cavern
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_cavern=128
}
##########################################################################################################
# structures_cavern
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the cavern profile
##########################################################################################################
structures_cavern {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=false
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_chisel
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the chisel profile
##########################################################################################################
cities_chisel {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.0012
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_chisel
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the chisel profile
##########################################################################################################
cityspheres_chisel {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_chisel
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the chisel profile
##########################################################################################################
client_chisel {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_chisel
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the chisel profile
##########################################################################################################
explosions_chisel {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.01
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_chisel
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the chisel profile
##########################################################################################################
lostcity_chisel {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=false
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=3
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Use Chisel blocks (only if chisel is available!)]
S:description=Use Chisel blocks (only if chisel is available!)
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=false
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_chisel.png]
S:icon=textures/gui/icon_chisel.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=false
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=false
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.5
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: chisel]
S:worldStyle=chisel
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_chisel=128
}
##########################################################################################################
# structures_chisel
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the chisel profile
##########################################################################################################
structures_chisel {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=false
# Generate strongholds
B:generateStrongholds=false
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=true
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_default
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the default profile
##########################################################################################################
cities_default {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_default
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the default profile
##########################################################################################################
cityspheres_default {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_default
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the default profile
##########################################################################################################
client_default {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_default
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the default profile
##########################################################################################################
explosions_default {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_default
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the default profile
##########################################################################################################
lostcity_default {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Default generation, common cities, explosions]
S:description=Default generation, common cities, explosions
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_default.png]
S:icon=textures/gui/icon_default.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_default=128
}
##########################################################################################################
# structures_default
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the default profile
##########################################################################################################
structures_default {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_floating
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the floating profile
##########################################################################################################
cities_floating {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.03]
S:cityChance=0.03
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 50]
I:cityLevel0Height=50
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 56]
I:cityLevel1Height=56
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 62]
I:cityLevel2Height=62
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 68]
I:cityLevel3Height=68
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_floating
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the floating profile
##########################################################################################################
cityspheres_floating {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_floating
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the floating profile
##########################################################################################################
client_floating {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 0.0]
S:horizon=0.0
}
##########################################################################################################
# explosions_floating
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the floating profile
##########################################################################################################
explosions_floating {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_floating
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the floating profile
##########################################################################################################
lostcity_floating {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: true]
B:avoidGeneratedFossils=true
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 2]
I:buildingMaxCellars=2
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Cities on floating islands]
S:description=Cities on floating islands
# Additional information [default: Note! No villages or strongholds in this profile!]
S:extraDescription=Note! No villages or strongholds in this profile!
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 50]
I:groundLevel=50
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 15]
I:highwayDistanceMask=15
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_floating.png]
S:icon=textures/gui/icon_floating.png
# Type of landscape [default: floating]
S:landscapeType=floating
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true]
B:railwaysCanEnd=true
# If true then railways are enabled. If false they are not (but stations will still generate) [default: false]
B:railwaysEnabled=false
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 70]
I:waterLevelOffset=70
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_floating=128
}
##########################################################################################################
# structures_floating
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the floating profile
##########################################################################################################
structures_floating {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=false
# Generate mineshafts
B:generateMineshafts=false
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=false
# Generate strongholds
B:generateStrongholds=false
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_nodamage
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the nodamage profile
##########################################################################################################
cities_nodamage {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_nodamage
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the nodamage profile
##########################################################################################################
cityspheres_nodamage {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_nodamage
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the nodamage profile
##########################################################################################################
client_nodamage {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_nodamage
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the nodamage profile
##########################################################################################################
explosions_nodamage {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.0]
S:explosionChance=0.0
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0]
S:miniExplosionChance=0.0
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_nodamage
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the nodamage profile
##########################################################################################################
lostcity_nodamage {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Like default but no explosion damage]
S:description=Like default but no explosion damage
# Additional information [default: Ruins and rubble are disabled and ravines are disabled in cities]
S:extraDescription=Ruins and rubble are disabled and ravines are disabled in cities
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_nodamage.png]
S:icon=textures/gui/icon_nodamage.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false]
B:rubbleLayer=false
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: false]
B:ruins=false
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 64]
I:structures_nodamage=64
}
##########################################################################################################
# structures_nodamage
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the nodamage profile
##########################################################################################################
structures_nodamage {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=true
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_onlycities
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the onlycities profile
##########################################################################################################
cities_onlycities {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=.5], [frozen_river=.5], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.6]]
S:cityBiomeFactors <
river=.5
frozen_river=.5
ocean=.7
frozen_ocean=.7
deep_ocean=.6
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.2]
S:cityChance=0.2
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 256]
I:cityMaxRadius=256
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_onlycities
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the onlycities profile
##########################################################################################################
cityspheres_onlycities {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_onlycities
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the onlycities profile
##########################################################################################################
client_onlycities {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_onlycities
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the onlycities profile
##########################################################################################################
explosions_onlycities {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_onlycities
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the onlycities profile
##########################################################################################################
lostcity_onlycities {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: The entire world is a city]
S:description=The entire world is a city
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_onlycities.png]
S:icon=textures/gui/icon_onlycities.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_onlycities=128
}
##########################################################################################################
# structures_onlycities
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the onlycities profile
##########################################################################################################
structures_onlycities {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_rarecities
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the rarecities profile
##########################################################################################################
cities_rarecities {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.002]
S:cityChance=0.002
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_rarecities
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the rarecities profile
##########################################################################################################
cityspheres_rarecities {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_rarecities
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the rarecities profile
##########################################################################################################
client_rarecities {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_rarecities
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the rarecities profile
##########################################################################################################
explosions_rarecities {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_rarecities
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the rarecities profile
##########################################################################################################
lostcity_rarecities {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Cities are rare]
S:description=Cities are rare
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: false]
B:highwayRequiresTwoCities=false
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_rarecities.png]
S:icon=textures/gui/icon_rarecities.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true]
B:railwaysCanEnd=true
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: false]
B:ruins=false
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_rarecities=128
}
##########################################################################################################
# structures_rarecities
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the rarecities profile
##########################################################################################################
structures_rarecities {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_realistic
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the realistic profile
##########################################################################################################
cities_realistic {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_realistic
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the realistic profile
##########################################################################################################
cityspheres_realistic {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_realistic
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the realistic profile
##########################################################################################################
client_realistic {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_realistic
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the realistic profile
##########################################################################################################
explosions_realistic {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_realistic
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the realistic profile
##########################################################################################################
lostcity_realistic {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Realistic worldgen (similar to Quark's)]
S:description=Realistic worldgen (similar to Quark's)
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: {"coordinateScale":175.0,"heightScale":75.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":165.0,"mainNoiseScaleY":106.61267,"mainNoiseScaleZ":165.0,"baseSize":8.267606,"stretchY":13.387607,"biomeDepthWeight":1.2,"biomeDepthOffset":0.2,"biomeScaleWeight":3.4084506,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":7,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":49,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}]
S:generatorOptions={"coordinateScale":175.0,"heightScale":75.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":165.0,"mainNoiseScaleY":106.61267,"mainNoiseScaleZ":165.0,"baseSize":8.267606,"stretchY":13.387607,"biomeDepthWeight":1.2,"biomeDepthOffset":0.2,"biomeScaleWeight":3.4084506,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":7,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":49,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_realistic.png]
S:icon=textures/gui/icon_realistic.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_realistic=128
}
##########################################################################################################
# structures_realistic
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the realistic profile
##########################################################################################################
structures_realistic {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_safe
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the safe profile
##########################################################################################################
cities_safe {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_safe
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the safe profile
##########################################################################################################
cityspheres_safe {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_safe
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the safe profile
##########################################################################################################
client_safe {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_safe
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the safe profile
##########################################################################################################
explosions_safe {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_safe
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the safe profile
##########################################################################################################
lostcity_safe {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Safe mode: no spawners, lighting but no loot]
S:description=Safe mode: no spawners, lighting but no loot
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: true]
B:generateLighting=true
# If true the chests in the buildings will contain loot [default: false]
B:generateLoot=false
# If true then the buildings will be full of spawners [default: false]
B:generateSpawners=false
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_safe.png]
S:icon=textures/gui/icon_safe.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_safe=128
}
##########################################################################################################
# structures_safe
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the safe profile
##########################################################################################################
structures_safe {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_space
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the space profile
##########################################################################################################
cities_space {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.6]
S:cityChance=0.6
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 60]
I:cityLevel0Height=60
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 66]
I:cityLevel1Height=66
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 72]
I:cityLevel2Height=72
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 78]
I:cityLevel3Height=78
# The maximum radius of a city [range: 1 ~ 10000, default: 90]
I:cityMaxRadius=90
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.05]
S:cityThresshold=0.05
}
##########################################################################################################
# cityspheres_space
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the space profile
##########################################################################################################
cityspheres_space {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_space
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the space profile
##########################################################################################################
client_space {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 0.0]
S:horizon=0.0
}
##########################################################################################################
# explosions_space
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the space profile
##########################################################################################################
explosions_space {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 1.0E-4]
S:explosionChance=1.0E-4
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.001]
S:miniExplosionChance=0.001
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_space
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the space profile
##########################################################################################################
lostcity_space {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: true]
B:avoidGeneratedFossils=true
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: false]
B:bridgeSupports=false
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Cities in floating glass bubbles]
S:description=Cities in floating glass bubbles
# Additional information [default: Note! No villages or strongholds in this profile!]
S:extraDescription=Note! No villages or strongholds in this profile!
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: true]
B:generateLighting=true
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 60]
I:groundLevel=60
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0]
I:highwayDistanceMask=0
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: false]
B:highwaySupports=false
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_space.png]
S:icon=textures/gui/icon_space.png
# Type of landscape [default: space]
S:landscapeType=space
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: false]
B:railwayStationsEnabled=false
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true]
B:railwaysCanEnd=true
# If true then railways are enabled. If false they are not (but stations will still generate) [default: false]
B:railwaysEnabled=false
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false]
B:rubbleLayer=false
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 70]
I:waterLevelOffset=70
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_space=128
}
##########################################################################################################
# structures_space
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the space profile
##########################################################################################################
structures_space {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=false
# Generate mineshafts
B:generateMineshafts=false
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=false
# Generate strongholds
B:generateStrongholds=false
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_tallbuildings
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the tallbuildings profile
##########################################################################################################
cities_tallbuildings {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_tallbuildings
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the tallbuildings profile
##########################################################################################################
cityspheres_tallbuildings {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_tallbuildings
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the tallbuildings profile
##########################################################################################################
client_tallbuildings {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_tallbuildings
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the tallbuildings profile
##########################################################################################################
explosions_tallbuildings {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 175]
I:debrisToNearbyChunkFactor=175
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.08]
S:destroyLoneBlocksFactor=0.08
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.2]
S:destroyOrMoveChance=0.2
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.008]
S:explosionChance=0.008
# The maximum height of an explosion [range: 1 ~ 256, default: 256]
I:explosionMaxHeight=256
# The maximum radius of an explosion [range: 1 ~ 3000, default: 60]
I:explosionMaxRadius=60
# The minimum height of an explosion [range: 1 ~ 256, default: 130]
I:explosionMinHeight=130
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.09]
S:miniExplosionChance=0.09
# The maximum height of a mini explosion [range: 1 ~ 256, default: 256]
I:miniExplosionMaxHeight=256
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 14]
I:miniExplosionMaxRadius=14
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 3]
I:miniExplosionMinRadius=3
}
##########################################################################################################
# lostcity_tallbuildings
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the tallbuildings profile
##########################################################################################################
lostcity_tallbuildings {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 20]
I:buildingMaxFloors=20
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 15]
I:buildingMaxFloorsChance=15
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 4]
I:buildingMinFloors=4
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 8]
I:buildingMinFloorsChance=8
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Very tall buildings (performance heavy)]
S:description=Very tall buildings (performance heavy)
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_tallbuildings.png]
S:icon=textures/gui/icon_tallbuildings.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.01]
S:ruinChance=0.01
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_tallbuildings=128
}
##########################################################################################################
# structures_tallbuildings
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the tallbuildings profile
##########################################################################################################
structures_tallbuildings {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=true
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,459 @@
# Configuration file
##########################################################################################################
# cities_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the wasteland profile
##########################################################################################################
cities_wasteland {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
S:cityChance=0.02
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the wasteland profile
##########################################################################################################
cityspheres_wasteland {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_wasteland
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the wasteland profile
##########################################################################################################
client_wasteland {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the wasteland profile
##########################################################################################################
explosions_wasteland {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.002]
S:explosionChance=0.002
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03]
S:miniExplosionChance=0.03
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the wasteland profile
##########################################################################################################
lostcity_wasteland {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [desert=1], [desert_hills=1], [stone_beach=1], [dead_forest=1], [gravel_beach=1], [outback=1], [volcanic_island=1], [wasteland=.3]]
S:allowedBiomeFactors <
desert=1
desert_hills=1
stone_beach=1
dead_forest=1
gravel_beach=1
outback=1
volcanic_island=1
wasteland=.3
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: true]
B:avoidFoliage=true
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: true]
B:avoidGeneratedFlowers=true
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: true]
B:avoidGeneratedLakewater=true
# This will prevent biomes from generating lilypads [default: true]
B:avoidGeneratedLilypads=true
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: true]
B:avoidGeneratedReeds=true
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: true]
B:avoidWater=true
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Wasteland, no water, bare land]
S:description=Wasteland, no water, bare land
# Additional information [default: This profile works best with Biomes O Plenty]
S:extraDescription=This profile works best with Biomes O Plenty
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 71]
I:groundLevel=71
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7]
I:highwayDistanceMask=7
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_wasteland.png]
S:icon=textures/gui/icon_wasteland.png
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: true]
B:railwayStationsEnabled=true
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: true]
B:railwaysEnabled=true
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.01]
S:randomLeafBlockChance=0.01
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0]
S:rubbleDirtScale=2.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true]
B:rubbleLayer=true
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 0.0]
S:rubbleLeaveScale=0.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.5]
S:ruinChance=0.5
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.9]
S:ruinMaxlevelPercent=0.9
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.5]
S:ruinMinlevelPercent=0.5
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.003]
S:vineChance=0.003
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 70]
I:waterLevelOffset=70
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_wasteland=128
}
##########################################################################################################
# structures_wasteland
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the wasteland profile
##########################################################################################################
structures_wasteland {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=false
# Generate mansions
B:generateMansions=true
# Generate mineshafts
B:generateMineshafts=true
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=true
# Generate strongholds
B:generateStrongholds=true
# Generate villages
B:generateVillages=true
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_water_empty
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the water_empty profile
##########################################################################################################
cities_water_empty {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.0]
S:cityChance=0.0
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75]
I:cityLevel0Height=75
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83]
I:cityLevel1Height=83
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91]
I:cityLevel2Height=91
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99]
I:cityLevel3Height=99
# The maximum radius of a city [range: 1 ~ 10000, default: 128]
I:cityMaxRadius=128
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
S:cityThresshold=0.2
}
##########################################################################################################
# cityspheres_water_empty
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the water_empty profile
##########################################################################################################
cityspheres_water_empty {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: false]
B:landscapeOutside=false
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: ]
S:outsideProfile=
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_water_empty
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the water_empty profile
##########################################################################################################
client_water_empty {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0]
S:horizon=-1.0
}
##########################################################################################################
# explosions_water_empty
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the water_empty profile
##########################################################################################################
explosions_water_empty {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.0]
S:explosionChance=0.0
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0]
S:miniExplosionChance=0.0
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_water_empty
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the water_empty profile
##########################################################################################################
lostcity_water_empty {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.0]
S:buildingChance=0.0
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Private empty terrain for waterbubbles]
S:description=Private empty terrain for waterbubbles
# Additional information [default: ]
S:extraDescription=
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: false]
B:generateLighting=false
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 10]
I:groundLevel=10
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0]
I:highwayDistanceMask=0
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: ]
S:icon=
# Type of landscape [default: default]
S:landscapeType=default
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: false]
B:railwayStationsEnabled=false
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false]
B:railwaysCanEnd=false
# If true then railways are enabled. If false they are not (but stations will still generate) [default: false]
B:railwaysEnabled=false
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false]
B:rubbleLayer=false
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: -80]
I:waterLevelOffset=-80
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_water_empty=128
}
##########################################################################################################
# structures_water_empty
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the water_empty profile
##########################################################################################################
structures_water_empty {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=false
# Generate mineshafts
B:generateMineshafts=false
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=false
# Generate strongholds
B:generateStrongholds=false
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}
@@ -0,0 +1,451 @@
# Configuration file
##########################################################################################################
# cities_waterbubbles
#--------------------------------------------------------------------------------------------------------#
# Settings related to city generation for the waterbubbles profile
##########################################################################################################
cities_waterbubbles {
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=1.0
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
river=0
frozen_river=0
ocean=.7
frozen_ocean=.7
deep_ocean=.4
>
# The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.6]
S:cityChance=0.6
# Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 60]
I:cityLevel0Height=60
# Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 66]
I:cityLevel1Height=66
# Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 72]
I:cityLevel2Height=72
# Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 78]
I:cityLevel3Height=78
# The maximum radius of a city [range: 1 ~ 10000, default: 90]
I:cityMaxRadius=90
# The minimum radius of a city [range: 1 ~ 10000, default: 50]
I:cityMinRadius=50
# The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.05]
S:cityThresshold=0.05
}
##########################################################################################################
# cityspheres_waterbubbles
#--------------------------------------------------------------------------------------------------------#
# Settings related to city sphere generation for the waterbubbles profile
##########################################################################################################
cityspheres_waterbubbles {
# The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7]
S:citySphereChance=0.7
# Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2]
S:citySphereFactor=1.2
# If this is true then there will be a landscape outside the city spheres [default: true]
B:landscapeOutside=true
# The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8]
S:monorailChance=0.8
# Offset compared to main height [range: -100 ~ 100, default: -2]
I:monorailOffset=-2
# If this is true then only predefined spheres are generated [default: false]
B:onlyPredefined=false
# Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1]
I:outsideGroundLevel=-1
# An optional profile to use for the outside world [default: water_empty]
S:outsideProfile=water_empty
# Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:outsideSurfaceVariation=1.0
# If this is true then every city sphere will be limited to one (random) biome [default: false]
B:singleBiome=false
# Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0]
S:sphereSurfaceVariation=1.0
}
##########################################################################################################
# client_waterbubbles
#--------------------------------------------------------------------------------------------------------#
# Client side settings for the waterbubbles profile
##########################################################################################################
client_waterbubbles {
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogBlue=-1.0
# This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0]
S:fogDensity=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogGreen=-1.0
# This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0]
S:fogRed=-1.0
# This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 90.0]
S:horizon=90.0
}
##########################################################################################################
# explosions_waterbubbles
#--------------------------------------------------------------------------------------------------------#
# Settings related to explosions and damage for the waterbubbles profile
##########################################################################################################
explosions_waterbubbles {
# A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
I:debrisToNearbyChunkFactor=200
# When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
S:destroyLoneBlocksFactor=0.05
# When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
S:destroyOrMoveChance=0.4
# A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
I:destroySmallSectionsSize=50
# The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.0]
S:explosionChance=0.0
# The maximum height of an explosion [range: 1 ~ 256, default: 90]
I:explosionMaxHeight=90
# The maximum radius of an explosion [range: 1 ~ 3000, default: 35]
I:explosionMaxRadius=35
# The minimum height of an explosion [range: 1 ~ 256, default: 75]
I:explosionMinHeight=75
# The minimum radius of an explosion [range: 1 ~ 1000, default: 15]
I:explosionMinRadius=15
# If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
B:explosionsInCitiesOnly=true
# The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0]
S:miniExplosionChance=0.0
# The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
I:miniExplosionMaxHeight=100
# The maximum radius of a mini explosion [range: 1 ~ 3000, default: 12]
I:miniExplosionMaxRadius=12
# The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
I:miniExplosionMinHeight=60
# The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
I:miniExplosionMinRadius=5
}
##########################################################################################################
# lostcity_waterbubbles
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City for the waterbubbles profile
##########################################################################################################
lostcity_waterbubbles {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# If this is true then parks will have no foliage (trees and flowers currently) [default: false]
B:avoidFoliage=false
# This will prevent biomes from generating cactii [default: false]
B:avoidGeneratedCactii=false
# This will prevent the generation of desert wells [default: false]
B:avoidGeneratedDesertWell=false
# This will prevent biomes from generating flowers [default: false]
B:avoidGeneratedFlowers=false
# This will prevent the generation of fossils [default: false]
B:avoidGeneratedFossils=false
# This will prevent biomes from generating grass [default: false]
B:avoidGeneratedGrass=false
# This will prevent the generation of water in lakes [default: false]
B:avoidGeneratedLakewater=false
# This will prevent biomes from generating lilypads [default: false]
B:avoidGeneratedLilypads=false
# This will prevent biomes from generating mushrooms [default: false]
B:avoidGeneratedMushrooms=false
# This will prevent biomes from generating pumpkins [default: false]
B:avoidGeneratedPumpkins=false
# This will prevent biomes from generating reeds [default: false]
B:avoidGeneratedReeds=false
# This will prevent biomes from generating trees [default: false]
B:avoidGeneratedTrees=false
# If true then all water will be avoided (replaced with air) [default: false]
B:avoidWater=false
# Block to use as the worldgen base [default: minecraft:stone]
S:baseBlock=minecraft:stone
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
I:bedrockLayer=1
# This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original]
S:biomeSelectionStrategy=original
# The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
S:bridgeChance=0.7
# If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true]
B:bridgeSupports=true
# The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
S:building2x2Chance=0.03
# The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
S:buildingChance=0.3
# The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
S:buildingDoorwayChance=0.6
# The chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2]
S:buildingFrontChance=0.2
# The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
I:buildingMaxCellars=4
# A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
I:buildingMaxFloors=9
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
I:buildingMaxFloorsChance=6
# The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
I:buildingMinCellars=0
# The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
I:buildingMinFloors=0
# The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
I:buildingMinFloorsChance=4
# The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2]
S:buildingWithoutLootChance=0.2
# The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2]
S:chestWithoutLootChance=0.2
# The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
S:corridorChance=0.7
# The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
S:dataCenterChance=0.1
# The description of this profile [default: Cities in drowned glass bubbles]
S:description=Cities in drowned glass bubbles
# Additional information [default: Note! No villages or strongholds in this profile!]
S:extraDescription=Note! No villages or strongholds in this profile!
# The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
S:fountainChance=0.05
# If true then there will be minimal lighting in the buildings [default: true]
B:generateLighting=true
# If true the chests in the buildings will contain loot [default: true]
B:generateLoot=true
# If true then the buildings will be full of spawners [default: true]
B:generateSpawners=true
# A json with generator options for the chunk generator [default: ]
S:generatorOptions=
# Ground level [range: 2 ~ 256, default: 60]
I:groundLevel=60
# Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0]
I:highwayDistanceMask=0
# 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0]
I:highwayLevelFromCities=0
# For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0]
S:highwayMainPerlinScale=50.0
# The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0]
S:highwayPerlinFactor=2.0
# If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true]
B:highwayRequiresTwoCities=true
# For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0]
S:highwaySecondaryPerlinScale=10.0
# If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true]
B:highwaySupports=true
# The icon to use in the configuration screen (64x64) [default: textures/gui/icon_bubbles.png]
S:icon=textures/gui/icon_bubbles.png
# Type of landscape [default: space]
S:landscapeType=space
# The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
S:libraryChance=0.1
# Block to use as a liquid [default: minecraft:water]
S:liquidBlock=minecraft:water
# Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ]
S:manualBiomeMappings <
>
# The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2]
S:parkChance=0.2
# The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01]
S:railwayDungeonChance=0.01
# If true then railway stations are enabled [default: false]
B:railwayStationsEnabled=false
# If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true]
B:railwaysCanEnd=true
# If true then railways are enabled. If false they are not (but stations will still generate) [default: false]
B:railwaysEnabled=false
# Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
S:randomLeafBlockChance=0.1
# Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2]
I:randomLeafBlockThickness=2
# The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0]
S:rubbleDirtScale=3.0
# If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false]
B:rubbleLayer=false
# The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0]
S:rubbleLeaveScale=6.0
# If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05]
S:ruinChance=0.05
# If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0]
S:ruinMaxlevelPercent=1.0
# If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8]
S:ruinMinlevelPercent=0.8
# If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true]
B:ruins=true
# When this is set the player will always spawn in the given biome [default: ]
S:spawnBiome=
# When this is set the player will always spawn in the given predefined city [default: ]
S:spawnCity=
# If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false]
B:spawnNotInBuilding=false
# When this is set the player will always spawn in the given predefined sphere. If you use <in> the player will always spawn in a random sphere. If you use <out> the player will always spawn outside a sphere [default: ]
S:spawnSphere=
# The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
S:vineChance=0.009
# How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8]
I:waterLevelOffset=8
# The worldstyle used by this profile (defined in the assets) [default: standard]
S:worldStyle=standard
}
maxcaveheight {
# Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128]
I:structures_waterbubbles=128
}
##########################################################################################################
# structures_waterbubbles
#--------------------------------------------------------------------------------------------------------#
# Settings related to structure generation for the waterbubbles profile
##########################################################################################################
structures_waterbubbles {
# Generate caves
B:generateCaves=true
# Generate dungeons
B:generateDungeons=true
# Generate lakes (lava/water)
B:generateLakes=true
# Generate mansions
B:generateMansions=false
# Generate mineshafts
B:generateMineshafts=false
# Generate ocean monuments
B:generateOceanMonuments=false
# Generate ravines
B:generateRavines=true
# Generate scattered features (swamphunts, desert temples, ...)
B:generateScattered=false
# Generate strongholds
B:generateStrongholds=false
# Generate villages
B:generateVillages=false
# If true then no lakes and ravines will be generated in cities
B:preventLakesRavinesInCities=false
# If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
B:preventVillagesInCities=true
}