-
Notifications
You must be signed in to change notification settings - Fork 161
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. 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()
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)
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
SmallLake(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude)
Generates a small lake like this on the surface.
##UnderGroundLake
UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
Generates a small underground lake.
##Dungeon
Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
Generates a small dungeon with a spawner and some loot.
##Ore
Ore(Block[.BlockData],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a ore vein. Note: underground dirt and gravel patches are also generated using the ore generator.
##UnderWaterOre
UnderWaterOre(Block,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
Generates those circles at the bottom of water lakes.
##CustomObject
CustomObject()
Calls the BO2 generator.
##Tree
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) and GroundBush (also not a tree, but generated using the tree generator).
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 20% change. If it fails to generate a birch tree it tries to generate a BigTree with 10% change. If that also fails, it tries to generate a normal tree with 100% change.
Please note that there are never 10 trees in a chunk, simply because there isn't enough space for that.
##Plant
Plant(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a block, usually a plant, but it can be any block. Can also generate underground.
Grass(Block,BlockData,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
Generates a block, usually TALL_GRASS, but it can be any block. Cannot generate underground, but it can generate under leaves.
Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Generates a liquid block at the side of a wall.
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(Frequency,Rarity,MinAltitude,MaxAltitude)
Not found in the example above (forests don't have vines!). This generates vines against hills and inside caves. The vines on the trees are generated by the tree itself.