Skip to content
rutgerkok edited this page Aug 27, 2012 · 26 revisions

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

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

Liquid(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

Generates a liquid block at the side of a wall.

AboveWaterRes

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

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.