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rtg.cfg
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rtg.cfg
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# Configuration file
bedrock {
# The block to use for the bottom of the Overworld.
# [default: minecraft:bedrock]
S:"Bedrock block ID"=minecraft:bedrock
# The meta value of the bedrock block.
# [range: 0 ~ 15, default: 0]
I:"Bedrock block meta value"=0
# 0 = Normal bedrock (rough pattern); 1-5 = Number of flat bedrock layers to generate
# [range: 0 ~ 5, default: 0]
I:"Number of flat bedrock layers"=0
}
biomes {
# If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG decorations and uses vanilla decorations instead.
# [default: true]
B:"Enable RTG Biome Decorations"=true
# If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG surfaces and uses vanilla surfaces instead.
# [default: true]
B:"Enable RTG Biome Surfaces"=true
# If RTG tries to generate an unsupported biome or a biome that has an ID conflict, it will generate this biome instead.
# If set to -1, RTG will crash instead of generating the patch biome. You might want to do this if you're making a mod pack
# and want to make sure all biomes are generating correctly.
# Default = Vanilla Plains
# [range: -1 ~ 255, default: 1]
I:"Patch Biome ID"=1
}
boulders {
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 1]
I:"1/x chance that Cobblestone Boulders will generate if given the opportunity to do so during world gen"=1
# [default: true]
B:"Enable Cobblestone Boulders"=true
# Set this to TRUE to allow UBC to override cobblestone boulders.
# This setting doesn't have any effect if UBC is not installed.
# [default: true]
B:"Enable UBC Boulders"=true
}
caves {
# This setting controls the size of caves.
# HIGHER values = BIGGER caves & MORE lag. (14 = vanilla cave density)
# [range: 1 ~ 40, default: 8]
I:"Cave Density"=8
# This setting controls the number of caves that generate.
# LOWER values = MORE caves & MORE lag. (6 = vanilla cave frequency)
# [range: 1 ~ 40, default: 16]
I:"Cave Frequency"=16
# Must be set to TRUE for the other cave settings to have any effect.
# If FALSE, RTG won't interfere with cave generation at all.
# WARNING! Setting this to FALSE may result in unpredictable cave generation.
# [default: true]
B:"Enable Cave Modifications"=true
# [default: true]
B:"Enable Caves"=true
}
debugging {
# Instead of crashing when it experiences 'java.util.ConcurrentModificationException' (or any other exception)
# during structure generation, RTG will stop trying to generate that structure and continue generating the world.
# You should only set this to TRUE if you have been instructed to do so by an RTG developer, or if you know what you're doing.
# [default: false]
B:"Crash on Structure Exceptions"=false
# WARNING: This should only be enabled if you know what you're doing.
# [default: false]
B:"Enable Debugging"=false
}
dunes {
# This setting controls the height of both sand dunes and snow dunes.
# Higher values = taller dunes.
# [range: 1 ~ 12, default: 4]
I:"Height of Dunes"=4
}
dungeons {
# This setting controls the number of dungeons that generate.
# HIGHER values = MORE dungeons & MORE lag. (8 = vanilla dungeon frequency)
# [range: 1 ~ 200, default: 8]
I:"Dungeon Frequency"=8
# [default: true]
B:"Generate Dungeons"=true
}
"flowing liquids" {
# Must be set to TRUE for the other flowing liquid settings to have any effect.
# If FALSE, RTG won't interfere with flowing liquid generation at all.
# (Flowing liquids are the water/lava streams that generate on the sides of hills and mountains.)
# [default: true]
B:"Enable Flowing Liquid Modifications"=true
# 1/x chance that a lava stream will generate on the side of a hill or mountain.
# 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 0 ~ 2147483647, default: 200]
I:"Flowing Lava Chance"=200
# 1/x chance that a water stream will generate on the side of a hill or mountain.
# 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 0 ~ 2147483647, default: 200]
I:"Flowing Water Chance"=200
}
gui {
# [default: true]
B:"Enable World Type Notification Screen"=true
}
"lakes (scenic)" {
# Biome ID for scenic lakes when frozen (default 11 = Frozen River)
# [range: 0 ~ 254, default: 11]
I:"Biome for frozen scenic lakes"=11
# Biome ID for scenic lakes when not frozen (default 7 = River)
# [range: 0 ~ 254, default: 7]
I:"Biome for scenic lakes"=7
# Defaults to 1 (standard frequency)
# [range: 0.0 ~ 10.0, default: 1.0]
S:"Lake Frequency Multiplier"=1.0
# Makes scenic lake shores bend and curve more. Defaults to 1
# [range: 0.0 ~ 2.0, default: 1.0]
S:"Lake Shore Irregularity"=1.0
# Defaults to 1 (standard size)
# [range: 0.0 ~ 10.0, default: 1.0]
S:"Lake Size Multiplier"=1.0
}
"lakes (surface)" {
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Lava Surface Lakes will generate if given the opportunity to do so during world gen"=10
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Water Surface Lakes will generate if given the opportunity to do so during world gen"=10
# [default: true]
B:"Enable Lava Surface Lakes"=true
# [default: true]
B:"Enable Water Surface Lakes"=true
}
"lakes (underground)" {
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Lava Underground Lakes will generate if given the opportunity to do so during world gen"=10
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Water Underground Lakes will generate if given the opportunity to do so during world gen"=10
# [default: true]
B:"Enable Lava Underground Lakes"=true
# [default: true]
B:"Enable Water Underground Lakes"=true
}
mineshafts {
# [default: true]
B:"Generate Mineshafts"=true
}
"ocean monuments" {
# Must be set to TRUE for the other ocean monument settings to have any effect.
# If FALSE, RTG won't interfere with ocean monument generation at all.
# WARNING! Setting this to FALSE may result in ocean monuments generating in unpredictable locations, including those outside of oceanic biomes.
# [default: true]
B:"Enable Ocean Monument Modifications"=true
# [default: true]
B:"Generate Ocean Monuments"=true
# This setting determines the minimum distance, in chunks, between ocean monuments.
# LOWER values = MORE monuments & MORE lag. (5 = Vanilla separation)
# This value MUST be less than the 'spacing' value.
# [range: 1 ~ 2147483647, default: 5]
I:"Ocean Monument Separation"=5
# This setting determines the size of the grid, in chunks, on which ocean monuments are generated.
# LOWER values = MORE monuments & MORE lag. (32 = Vanilla spacing)
# This value MUST be greater than the 'separation' value.
# [range: 1 ~ 1024, default: 32]
I:"Ocean Monument Spacing"=32
}
"ore gen" {
# Some mods might not be compatible with the way RTG handles ore generation.
# If you're using one of those mods, you might need to set this to false.
# You should only change this if you're having problems with ore gen and you know what you're doing.
# [default: true]
B:"Allow ore gen event cancellation"=true
# [default: true]
B:"Generate Andesite Ore"=true
# [default: true]
B:"Generate Coal Ore"=true
# [default: true]
B:"Generate Diamond Ore"=true
# [default: true]
B:"Generate Diorite Ore"=true
# [default: true]
B:"Generate Dirt Ore"=true
# [default: true]
B:"Generate Emerald Ore"=true
# [default: true]
B:"Generate Gold Ore"=true
# [default: true]
B:"Generate Granite Ore"=true
# [default: true]
B:"Generate Gravel Ore"=true
# [default: true]
B:"Generate Iron Ore"=true
# [default: true]
B:"Generate Lapis Ore"=true
# [default: true]
B:"Generate Redstone Ore"=true
# [default: true]
B:"Generate Silverfish Ore"=true
}
plateaus {
# The block to use for Mesa & Savanna plateau gradients. Defaults to stained hardened clay.
# This can be any block, but it works best with blocks that have multiple colours, such as stained hardened clay.
# The various 'meta' options in this section will use this block to configure the plateau gradients.
# [default: minecraft:stained_hardened_clay]
S:"Gradient Plateau Block ID"=minecraft:stained_hardened_clay
# Comma-separated list of meta values for the gradient plateau blocks used in the Mesa Bryce biome.
# -1 = Plateau block; 0-15 = Plateau gradient block
# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
# [default: -1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8]
S:"Gradient Plateau Block Meta Values (Mesa Bryce)"=-1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8
# Comma-separated list of meta values for the gradient plateau blocks used in the Mesa biome variants (doesn't include Mesa Bryce).
# -1 = Plateau block; 0-15 = Plateau gradient block
# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
# [default: 0,1,8,14,1,8]
S:"Gradient Plateau Block Meta Values (Mesa)"=0,1,8,14,1,8
# Comma-separated list of meta values for the gradient plateau blocks used in the Savanna biome variants.
# -1 = Plateau block; 0-15 = Plateau gradient block
# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
# [default: 0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12]
S:"Gradient Plateau Block Meta Values (Savanna)"=0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12
# An extra block to use for Mesa & Savanna plateau gradients. Defaults to hardened clay.
# When configuring the various 'meta' options in this section, use a value of '-1' to reference this block.
# [default: minecraft:hardened_clay]
S:"Plateau Block ID"=minecraft:hardened_clay
# The meta value of the plateau block.
# [range: 0 ~ 15, default: 0]
I:"Plateau Block Meta Value"=0
# If set to TRUE, Savanna biome variants will mostly use stone/cobblestone instead of gradient blocks for cliffs and plateaus.
# Savanna Plateau M will always use gradient blocks.
# [default: true]
B:"Use stone for most Savanna biome variants"=true
}
ravines {
# Must be set to TRUE for the other ravine settings to have any effect.
# If FALSE, RTG won't interfere with ravine generation at all.
# WARNING! Setting this to FALSE may result in unpredictable ravine generation.
# [default: true]
B:"Enable Ravine Modifications"=true
# [default: false]
B:"Enable Ravines"=false
# This setting controls the number of ravines that generate.
# LOWER values = MORE ravines & MORE lag. (50 = vanilla ravine frequency)
# [range: 1 ~ 100, default: 50]
I:"Ravine Frequency"=50
}
rivers {
# Higher numbers make the large-scale cut-off noise have a greater effect. Defaults to 0.5
# [range: 0.0 ~ 2.0, default: 0.5]
S:"Amplitude of Large-Scale River Cut Off"=0.5
# Set this to FALSE to prevent RTG from generating lush river bank decorations in hot biomes, like Desert and Mesa.
# Lush decorations consist of tallgrass, trees, shrubs, and other flora.
# [default: true]
B:"Enable Lush River Bank Decorations in Hot Biomes"=true
# Set this to FALSE to prevent RTG from generating lush river bank surfaces in hot biomes, like Desert and Mesa.
# Lush surfaces consist (almost exclusively) of grass blocks.
# [default: true]
B:"Enable Lush River Bank Surfaces in Hot Biomes"=true
# Higher numbers make rivers bend more. Defaults to 1
# [range: 0.0 ~ 2.0, default: 1.0]
S:"Multiplier to River Bending"=1.0
# Multiplier to river frequencies. Defaults to 1
# [range: 0.0 ~ 10.0, default: 1.0]
S:"River Frequency Multiplier"=1.0
# Defaults to 1 (standard width)
# [range: 0.0 ~ 10.0, default: 1.0]
S:"River Width Multiplier"=1.0
# Higher numbers make grassy areas near rivers bigger, but also more rare. Defaults to 350
# [range: 50.0 ~ 5000.0, default: 350.0]
S:"Scale of Large-Scale River Cut Off"=350.0
}
saplings {
# Set this to TRUE to allow RTG's custom trees to grow from vanilla saplings.
# RTG's custom trees can be grown only from the saplings that their leaves would drop naturally, and only in the biomes where they naturally generate.
# For example, you can only grow a Swamp Willow in a Swamp biome, and only with an Oak sapling (because Swamp Willows have Oak leaves).
# [default: true]
B:"Enable RTG Saplings"=true
# 1/x chance that a vanilla sapling will grow one of RTG's custom trees.
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 2147483647, default: 2]
I:"RTG Tree from Vanilla Sapling Chance"=2
}
"scattered features" {
# Must be set to TRUE for the other scattered feature settings to have any effect.
# If FALSE, RTG won't interfere with scattered feature generation at all.
# WARNING! Setting this to FALSE may result in unpredictable scattered feature generation.
# [default: true]
B:"Enable Scattered Feature Modifications"=true
# [default: true]
B:"Generate Scattered Features"=true
# Scattered features = desert temples, jungle temples, and witch huts; 32 = Vanilla
# [range: 4 ~ 2147483647, default: 48]
I:"Maximum distance between scattered features"=48
# Scattered features = desert temples, jungle temples, and witch huts; 8 = Vanilla
# [range: 2 ~ 2147483647, default: 12]
I:"Minimum distance between scattered features"=12
}
snow {
# This applies to newly-generated chunks only. Snow layers will still appear in cold/snowy biomes after it snows.
# [default: true]
B:"Enable Snow Layers"=true
}
strongholds {
# Must be set to TRUE for the other stronghold settings to have any effect.
# If FALSE, RTG won't interfere with stronghold generation at all.
# WARNING! Setting this to FALSE may result in unpredictable stronghold generation.
# [default: true]
B:"Enable Stronghold Modifications"=true
# [default: true]
B:"Generate Strongholds"=true
# This setting is the number of strongholds that exist per world.
# HIGHER values = MORE strongholds & MORE lag. (128 = Vanilla)
# [range: 1 ~ 2147483647, default: 128]
I:"Stronghold Count"=128
# This setting determines how far strongholds are from the spawn and other strongholds.
# LOWER values = MORE strongholds & MORE lag. (32 = Vanilla)
# [range: 1 ~ 2147483647, default: 32]
I:"Stronghold Distance"=32
# This setting determines how concentrated strongholds are around the spawn.
# LOWER values = LOWER concentration around spawn. (3 = Vanilla)
# [range: 1 ~ 2147483647, default: 3]
I:"Stronghold Spread"=3
}
"terrain shadowing" {
# The block to use for desert terrain shadowing, typically seen on the cliffs of desert mountains. Defaults to stained hardened clay.
# [default: minecraft:stained_hardened_clay]
S:"Desert shadow block ID"=minecraft:stained_hardened_clay
# The meta value of the shadow block for desert cliffs. Defaults to 0 (white).
# [range: 0 ~ 15, default: 0]
I:"Desert shadow block meta value"=0
# The block to use for stone terrain shadowing, typically seen on the cliffs of stone mountains. Defaults to stained hardened clay.
# [default: minecraft:stained_hardened_clay]
S:"Stone shadow block ID"=minecraft:stained_hardened_clay
# The meta value of the shadow block for stone cliffs. Defaults to 9 (cyan).
# [range: 0 ~ 15, default: 9]
I:"Stone shadow block meta value"=9
# Set this to TRUE to allow UBC to override desert shadowing.
# This setting doesn't have any effect if UBC is not installed.
# [default: true]
B:"UBC Mode (Desert)"=true
# Set this to TRUE to allow UBC to override stone shadowing.
# This setting doesn't have any effect if UBC is not installed.
# [default: true]
B:"UBC Mode (Stone)"=true
}
trees {
# Set this to FALSE to prevent shrub trunks from generating below the surface.
# [default: true]
B:"Allow Shrubs to Generate Below Surface"=true
# Set this to FALSE to prevent trees from generating on sand.
# This setting only affects trees generated by RTG. Trees generated by a biome's decorator
# will adhere to their own generation rules. (RTG's Palm Trees ignore this setting.)
# [default: false]
B:"Allow Trees to Generate on Sand"=false
# Set this to FALSE to prevent the trunks of RTG trees from using the 'all-bark' texture model.
# For more information, visit http://minecraft.gamepedia.com/Wood#Block_data
# [default: true]
B:"Allow bark-covered logs"=true
# This setting allows you to increase/decrease the number of RTG trees that generate.
# This setting only affects trees generated by RTG. Trees generated by a biome's decorator
# will adhere to their own density rules.
# You can override this setting on a per-biome basis by using the biome configs.
# 1.0 = Default tree generation; 2.0 = Twice as many trees; 0.5 = half as many trees
# [range: 0.0 ~ 5.0, default: 1.0]
S:"RTG Tree Density Multiplier"=1.0
}
villages {
# Set this to FALSE to resolve issues with mods that also modify villages.
# If set to FALSE, the 'Minimum distance between villages', 'Maximum distance between villages' & 'Size of villages' settings will have no effect.
# WARNING! Setting this to FALSE may result in unpredictable village generation.
# [default: true]
B:"Enable village modifications"=true
# [default: true]
B:"Generate Villages"=true
# Lower values = villages closer together; 32 = Vanilla
# [range: 1 ~ 2147483647, default: 48]
I:"Maximum distance between villages"=48
# Higher values = villages further apart; 8 = Vanilla
# [range: 1 ~ 2147483647, default: 12]
I:"Minimum distance between villages"=12
# Higher values = bigger villages; 0 = Vanilla
# [range: 0 ~ 10, default: 0]
I:"Size of villages"=0
}
volcanoes {
# Set this to FALSE to prevent lava from flowing down the sides of volcanoes.
# [default: true]
B:"Enable volcano eruptions"=true
# Set this to FALSE to prevent volcanoes from generating.
# [default: true]
B:"Enable volcanoes"=true
# 1/x chance that a volcano will generate in a biome that has volcanoes enabled.
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 2147483647, default: 48]
I:"Volcano Chance"=48
# The main block to use for the surface of the volcano.
# [default: minecraft:obsidian]
S:"Volcano block ID"=minecraft:obsidian
# The meta value of the volcano block.
# [range: 0 ~ 15, default: 0]
I:"Volcano block meta value"=0
# The block ID of the 1st volcano mix block.
# [default: minecraft:cobblestone]
S:"Volcano mix 1 block ID"=minecraft:cobblestone
# The meta value of the 1st volcano mix block.
# [range: 0 ~ 15, default: 0]
I:"Volcano mix 1 block meta value"=0
# The block ID of the 2nd volcano mix block.
# [default: minecraft:gravel]
S:"Volcano mix 2 block ID"=minecraft:gravel
# The meta value of the 2nd volcano mix block.
# [range: 0 ~ 15, default: 0]
I:"Volcano mix 2 block meta value"=0
# The block ID of the 3rd volcano mix block.
# [default: minecraft:coal_block]
S:"Volcano mix 3 block ID"=minecraft:coal_block
# The meta value of the 3rd volcano mix block.
# [range: 0 ~ 15, default: 0]
I:"Volcano mix 3 block meta value"=0
}