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config.yml

DeathShadez edited this page Sep 19, 2020 · 45 revisions

BetterEnd Master Config File

config.yml
# BetterEnd Master config file
# WORLD OPTIONS ARE FOUND IN WORLD CONFIGS!

# Do not change this value!
config-version: 1

# Update Checker settings
update-checker:
  # Enable/disable the update checker.
  enable: true
  # The frequency (in seconds) to check for updates (21600 = 6 hours)
  frequency: 21600

# The language in which to display plugin messages
lang: en_us

# Enables/disables generation of custom trees in all worlds
big-trees-everywhere: false;

# How much longer should it take to grow a big tree?
tree-sapling-growth-modifier: 8

# Whether to use parallel generation
parallel: true

# Whether to generate Vanilla End Cities. It is not recommended to enable this.
generate-end-cities: false

# Enable/disable debug mode
debug: false

BetterEnd World Configuration File

world_the_end.yml
# BetterEnd world configuration file
# Settings changed here only affect the world the file is named for.

# Terrain options
terrain:
  noise:
    octaves: 5
    island-size: 96
  height:
    top: 6
    bottom: 36
  ground-level: 64
  main-island: true
  outer-end-radius: 1000
  biomes:
    size: 1024
    climate-distribution: 512
    # Options to enable/disable biomes.
    # To disable a biome, replace it with another one.
    replacements:
      AETHER: AETHER
      AETHER_HIGHLANDS: AETHER_HIGHLANDS
      AETHER_FOREST: AETHER_FOREST
      AETHER_HIGHLANDS_FOREST: AETHER_HIGHLANDS_FOREST
      VOID: VOID
      VOID_END_BORDER: VOID_END_BORDER
      VOID_AETHER_BORDER: VOID_AETHER_BORDER
      VOID_AETHER_HIGHLANDS_BORDER: VOID_AETHER_HIGHLANDS_BORDER
      AETHER_HIGHLANDS_BORDER: AETHER_HIGHLANDS_BORDER
      STARFIELD: STARFIELD
      END: END
      SHATTERED_END: SHATTERED_END
      # The line below demonstrates how a biome replacement would be done. In that scenario, all Shattered End biomes would be replaced with End.
      #SHATTERED_END: END
      SHATTERED_FOREST: SHATTERED_FOREST

disable-enderman-block-pickup-aether: true

# Configuration for players falling to overworld (Premium only)
fall:
  fall-to-overworld:
    # Enables/disables players falling to the Overworld from Aether biomes.
    enable-aether: true
    # Enables/disables players falling to the overworld everywhere.
    enable-everywhere: false

# Fractal tree configuration (Premium only)
trees:
  fractal-trees:
    # Settings for growing Fractal Trees from saplings. If you wish to grow them in all worlds, a setting is available in the master config.
    from-sapings:
      # Grows trees from saplings in their respective biomes (Giant Spruce in Aether Highlands Forest, and Giant Oak in Aether Forest)
      in-biomes: true
      # Grows trees from saplings in the entire world.
      in-world: false

structures:
  chance-per-chunk: 20
  # Defines the distribution of structures in biomes.
  distribution:
    # Biome ID. Valid IDs are AETHER, AETHER_HIGHLANDS, AETHER_FOREST, AETHER_HIGHLANDS_FOREST, VOID_AETHER_BORDER, VOID_AETHER_HIGHLANDS_BORDER, AETHER_HIGHLANDS_BORDER, VOID, VOID_END_BORDER, STARFIELD, END, SHATTERED_END, and SHATTERED_FOREST.
    AETHER:
      # STRUCTURE_NAME: WEIGHT
      # Included structure names are: AETHER_RUIN, COBBLE_HOUSE, END_HOUSE, END_RUIN, END_SHIP, END_TOWER, SHULKER_NEST, SPRUCE_WOOD_HOUSE, STRONGHOLD, VOID_STAR, GOLD_DUNGEON, WOOD_HOUSE, and WRECKED_END_SHIP
      # If you have defined custom structures, the ID of any custom structure defined for this world may also be used.
      # Weight is the relative probability of a structure generating. For example, if there are 2 structures defined for a biome, each with a weight of 1, then there is a 50% chance that each generates.
      # If one has a weight of 1, and the other's weight is 2, then there is a 33.3% chance of the first generating, and a 66.7% chance for the second.
      # Looking at the weights below. The total of the weights all together is 100 (72 + 12 + 12 + 1) for the structures in the Aether.
      # Each individual weight out of the total weight equals the chance of generation. Such as 75/100 = 75%, 12/100 = 12%, and 1/100 = 1%.
      AETHER_RUIN: 75
      WOOD_HOUSE: 12
      COBBLE_HOUSE: 12
      GOLD_DUNGEON: 1
      # The line below would add the example custom structure (shown below) to the Aether, with a weight of 10.
      #EXAMPLE: 10
    AETHER_HIGHLANDS:
      AETHER_RUIN: 75
      SPRUCE_WOOD_HOUSE: 12
      COBBLE_HOUSE: 12
      GOLD_DUNGEON: 1
    AETHER_FOREST:
      AETHER_RUIN: 75
      WOOD_HOUSE: 12
      COBBLE_HOUSE: 12
      GOLD_DUNGEON: 1
    AETHER_HIGHLANDS_FOREST:
      AETHER_RUIN: 75
      SPRUCE_WOOD_HOUSE: 12
      COBBLE_HOUSE: 12
      GOLD_DUNGEON: 1
    VOID: {}
    VOID_END_BORDER:
      END_RUIN: 60
      END_HOUSE: 10
      END_TOWER: 6
      END_SHIP: 1
      SHULKER_NEST: 10
      STRONGHOLD: 12
    VOID_AETHER_BORDER:
      AETHER_RUIN: 75
      WOOD_HOUSE: 12
      COBBLE_HOUSE: 12
      GOLD_DUNGEON: 1
    VOID_AETHER_HIGHLANDS_BORDER:
      AETHER_RUIN: 75
      SPRUCE_WOOD_HOUSE: 12
      COBBLE_HOUSE: 12
      GOLD_DUNGEON: 1
    AETHER_HIGHLANDS_BORDER:
      AETHER_RUIN: 75
      SPRUCE_WOOD_HOUSE: 12
      COBBLE_HOUSE: 12
      GOLD_DUNGEON: 1
    STARFIELD:
      VOID_STAR: 1
    END:
      END_RUIN: 60
      END_HOUSE: 10
      END_TOWER: 6
      END_SHIP: 1
      SHULKER_NEST: 10
      STRONGHOLD: 12
      WRECKED_END_SHIP: 1
    SHATTERED_END:
      END_RUIN: 85
      END_SHIP: 1
      STRONGHOLD: 14
    SHATTERED_FOREST:
      END_RUIN: 85
      END_SHIP: 1
      STRONGHOLD: 14
  # Custom structure definitions.
  # Structures defined here may be used in the above biome configuration section, by adding the ID to the biome list. See the commented line in the Aether's structure definitions.
  # Example definition demonstrating all available features:
  #
  #custom:
  #  EXAMPLE:
  #    name: "example.nbt"
  #    spawn:
  #      type: GROUND
  #      offset: 1
  #    features:
  #      block_replace:
  #        material: COBWEB
  #        percent: 50.0
  #      spawn_mob:
  #        type: SHEEP
  #        min: 1
  #        max: 3
  #      loot:
  #        name: "exampleLoot.json"
  custom: {}

ores:
  # Whether to generate ores in the world.
  generate-ores: true
  # The number of attempts to make in each chunk.
  attempts: 120
  # Ore settings in biomes
  # ORE_MATERIAL: [WEIGHT, VEIN_SIZE]
  # Similar to structure definitions. Ores can be defined for all biomes, not just Aether ones!
  # Note that vein sizes over 100 result in theoretically infinitely large veins, therefore it is recommended to keep vein size under 95.
  # If one has a weight of 1, and the other's weight is 2, then there is a 33.3% chance of the first generating, and a 66.7% chance for the second.
  # Looking at the weights below. The total of the weights all together is 100 (40 + 25 + 10 + 10 + 10 + 3 + 2) for ore generation in the Aether.
  # Each individual weight out of the total weight equals the chance of generation. Such as 40/100 = 40%, 10/100 = 10%, and 3/100 = 3%.
  biomes:
    AETHER:
      COAL_ORE: [40, 85]
      IRON_ORE: [25, 50]
      GOLD_ORE: [10, 50]
      REDSTONE_ORE: [10, 65]
      LAPIS_ORE: [10, 75]
      DIAMOND_ORE: [3, 50]
      EMERALD_ORE: [2, 40]
    AETHER_HIGHLANDS:
      COAL_ORE: [40, 85]
      IRON_ORE: [25, 50]
      GOLD_ORE: [10, 50]
      REDSTONE_ORE: [10, 65]
      LAPIS_ORE: [10, 75]
      DIAMOND_ORE: [3, 50]
      EMERALD_ORE: [2, 40]
    AETHER_FOREST:
      COAL_ORE: [40, 85]
      IRON_ORE: [25, 50]
      GOLD_ORE: [10, 50]
      REDSTONE_ORE: [10, 65]
      LAPIS_ORE: [10, 75]
      DIAMOND_ORE: [3, 50]
      EMERALD_ORE: [2, 40]
    AETHER_HIGHLANDS_FOREST:
      COAL_ORE: [40, 85]
      IRON_ORE: [25, 50]
      GOLD_ORE: [10, 50]
      REDSTONE_ORE: [10, 65]
      LAPIS_ORE: [10, 75]
      DIAMOND_ORE: [3, 50]
      EMERALD_ORE: [2, 40]

caves:
  # Whether to enable the new cave system.
  enable: false

boss:
  # Enable/disable the MythicMobs boss fight
  enable: true
  # Amount of time before boss respawns (premium only). https://en.wikipedia.org/wiki/ISO_8601#Durations
  respawn-time: PT0S
  # The name of the boss to spawn
  gold-name: SkeletonKing