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config.yml
DeathShadez edited this page Sep 19, 2020
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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
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
- Aether
- Aether Highlands
- End
- Shattered End
- Shattered Forest
- Void
- Starfield
- Aether Forest
- Aether Highlands Forest
- Abandoned House
- Aether Ruins
- Shulker Nest
- End House
- End Stronghold
- Gold Dungeon
- End Ship
- Wrecked End Ship
- End Tower
- End Ruins