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Resources queue
In each BiomeConfig you will find the resources queue. Here all the things that populate your biomes can be added, removed or modified.
##Jump to
- Ore
- UnderWaterOre
- CustomObject
- CustomStructure
- Tree
- Plant
- Grass
- Reed
- Cactus
- Liquid
- AboveWaterRes
- Vines
- Vein
##Example Back to top
Here is an example resource queue of the Jungle biome:
SmallLake(WATER,4,7,8,120)
SmallLake(LAVA,2,3,8,120)
UnderGroundLake(50,60,2,5,0,50)
Dungeon(8,100,0,128)
Ore(DIRT,32,20,100,0,128,STONE)
Ore(GRAVEL,32,10,100,0,128,STONE)
Ore(CLAY,32,1,100,0,128,STONE)
Ore(COAL_ORE,16,20,100,0,128,STONE)
Ore(IRON_ORE,8,20,100,0,64,STONE)
Ore(GOLD_ORE,8,2,100,0,32,STONE)
Ore(REDSTONE_ORE,7,8,100,0,16,STONE)
Ore(DIAMOND_ORE,7,1,100,0,16,STONE)
Ore(LAPIS_ORE,7,1,100,0,16,STONE)
UnderWaterOre(SAND,7,4,100,DIRT,GRASS)
UnderWaterOre(CLAY,4,1,100,DIRT,CLAY)
CustomObject(UseWorld)
Tree(50,BigTree,10,GroundBush,50,JungleTree,35,CocoaTree,100)
Plant(RED_ROSE,4,100,0,128,GRASS,DIRT,SOIL)
Plant(YELLOW_FLOWER,4,100,0,128,GRASS,DIRT,SOIL)
Grass(LONG_GRASS,1,25,100,GRASS,DIRT)
Plant(PUMPKIN,1,3,0,128,GRASS)
Vines(50,100,64,128)
Liquid(WATER,20,100,8,128,STONE)
Liquid(LAVA,10,100,8,128,STONE)
##Arguments Back to top
Most options share the same arguments. Block
is the block name or id that should generate. BlockData
is the block data of that block. For block ids and block data, see the Minecraft Wiki. Frequency
is how many times Terrain Control tries to place that resource per chunk. Rarity
is how many change each attempt has. MinAltitude
and MaxAltitude
are the minimum and maximum y-coordinate where the resource should generate. BlockSource
is the block which the resource needs to generate. For example, ores are generated inside stone, and tall gras is generated on top of grass or dirt.
##SmallLake Back to top
SmallLake(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude)
Generates a small lake like this on the surface.
##UnderGroundLake Back to top
UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
Generates a small underground lake.
##Dungeon Back to top
Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
Generates a small dungeon with a spawner and some loot.
##Ore Back to top
Ore(Block[.BlockData],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a small ore vein. Note: underground dirt and gravel patches are also generated using the ore generator.
If you are looking for larger areas where there will be more ores of a certain kind, use the Vein
resource.
##UnderWaterOre Back to top
UnderWaterOre(Block,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
Generates those circles at the bottom of water lakes.
##CustomObject Back to top
CustomObject(Object[,AnotherObject,...])
Spawns all custom objects in the list. You can use the keywords UseBiome and UseWorld.
Note: before Terrain Control 2.3 the syntax was simply CustomObject()
. It spawned one of the objects that was in the BOBPlugins
folder, the predecessor of the WorldObjects
folder. Terrain Control 2.3 will automatically replace CustomObject()
with CustomObject(UseWorld)
, which does exactly the same as the old CustomObject()
did.
Note2: it won't spawn the branches of the object. Use the CustomStructure resource.
##CustomStructure Back to top
CustomStructure([Object,Chance[,AnotherObject,Chance[,...]]])
Only available in the dev versions.
This resource does two things. First of all, it starts a BO3 structure in the current chunk based on the arguments given. It doesn't accept BO3s which don't have branches attached to them. It also doesn't accept keywords like UseWorld
.
It will also finish existing structures from other chunks. It will ignore it's own settings here, it will just look if there are any unfinished structures nearby. (Keep in mind that a chunk nearby may have another biome with another CustomStructure(...)
.) An empty CustomStructure()
will just finish structures from nearby chunks.
CustomStructure
uses more resources that CustomObject
or Tree
, because the objects it spawns are usually much more complex and because it has to search nearby chunks for unfinished structures.
It searches in a square with 5-chunk radius around the current chunk. This means that structures can be up to 11x11 (5+1+5x5+1+5) chunks large, which makes structures have a maximum size of 176x256x176 blocks.
##Tree Back to top
Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
Generates a tree. Possible TreeTypes are Tree (the standard Minecraft tree), BigTree, Forest (actually a birch tree), HugeMushroom (not a tree, but also generated using the tree generator), SwampTree, Taiga1, Taiga2, JungleTree (big Jungle tree), CocoaTree (small Jungle tree, usually with some cocoa plants) and GroundBush (also not a tree, but generated using the tree generator) and any custom object name.
Tree(10,Forest,20,BigTree,10,Tree,100)
means that Terrain Control tries to generate ten trees in a chunk. It first tries to generate a birch tree with a 20% chance. If it fails to generate a birch tree it tries to generate a BigTree with a 10% chance. If that also fails, it tries to generate a normal tree with a 100% chance.
Please note that a 100% chance does not guarantee a tree generates, there still needs to be enough space. There are never 10 trees in a chunk, simply because there isn't enough space for that.
See the BO2 objects page for more information about keywords like UseWorld
and a syntax to override BO2 settings.
Note: before Terrain Control 2.3 you couldn't use custom object names in the Tree resource.
##Plant Back to top
Plant(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a block, usually a plant, but it can be any block. It picks a completely random position in the chunk between MinAltitude (inclusive) and MaxAltitude (exclusive) and looks if that is a suitable position. This means that it can also generate underground, but also that it wastes a lot of time on failed attempts.
##Grass Back to top
Grass(Block,BlockData,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
Generates a block, usually TALL_GRASS, but it can be any block. It picks a random x and z position in the chunk and looks at Minecraft's internal heightmap for the y position that is just above the highest block. This means that it cannot generate underground, but that it is a fast way to generate a lot of blocks on the surface.
It has special code that detects leaves: when it finds that the highest block is a leave, it scans through them until it finds a block that isn't a leave and places the block on that. This means that it can generate under leaves.
Keep in mind that, for historical reasons, the BlockData is a separate argument, as opposed to the usual block:data syntax.
##Reed Back to top
Reed(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a stack of blocks (usually reeds) next to the water, 1-3 blocks high. Didn't work in Terrain Control 2.2-2.3.3.
##Cactus Back to top
Cactus(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a stack of blocks (usually a cactus).
##Liquid Back to top
Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a liquid block at the side of a wall.
##AboveWaterRes Back to top
AboveWaterRes(Block,Frequency,Rarity)
Not found in the example above. Generates a block on the water, like the lily pads in the swamp biomes.
##Vines Back to top
Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
This generates vines against hills, trees and inside caves. Most vines on the Jungle trees are generated by the tree itself.
##Vein Back to top
Only available in the dev versions.
Vein(Block[.Data],MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
Generates a large area where ores of a certain kind will be more common.
As ore veins are usually larger than one chunk, Vein
searches in nearby chunks for unfinished veins. This makes it cost more resources than Ore
. If your ores don't need to generate in large clusters, use the more lightweight Ore
resource. You can also use an approach to generate more of the same Ore
in a certain biome.
MinRadius and MaxRadius are of the group, and can be quite large, up to 200 blocks. However, such as a large radius slows down generation a lot.
Rarity is the percentage of the chunks holding a vein center. It supports decimals, so the chance can be very low.
Block[.Data], OreSize, OreFrequency, OreRarity, MinAltitude, MaxAltitude and BlockSource work the same as for Ore.