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World height
In the BiomeConfigs there are some settings which control the height and shape of your biomes. Not every setting has been thorougly described yet, so if you have found some more information, please add it here.
- BiomeHeight
- BiomeVolatility
- MaxAverageHeight
- MaxAverageDepth
- Volatility1 and Volatility2
- VolatilityWeight1 and VolatilityWeight2
- DisableBiomeHeight
- CustomHeightControl
##BiomeHeight Back to top
The height of the biome. 0.0 is half of map height. Doesn't work when ModeTerrain
in the WorldConfig is set to OldGenerator.
-2.0 is currently (checked in 2.1.8 & 2.2.5) bugged; no landmass generates:
Conversion table between the actual height and the BiomeHeight
(because worlds are never completely flat, you may see some differences):
BiomeHeight | WorldHeightBits:7 | WorldHeightBits:8 |
---|---|---|
-4 | 0 | 0 |
-3.5 | 7 | 10 |
-3 | 16 | 28 |
-2.5 | 24 | 45 |
-2 | Error | Error |
-1.99 | 32 | 60 |
-1.5 | 40 | 78 |
-1 | 48 | 95 |
-0.5 | 57 | 111 |
0 | 67 | 128 |
0.5 | 76 | 144 |
1 | 85 | 156 |
1.5 | 94 | 173 |
2 | 102 | 190 |
2.5 | 111 | 207 |
3 | 119 | 223 |
3.5 | 128 | 240 |
4 | 128 | 255 |
##BiomeVolatility Back to top
How hilly the biome is. Doesn't work when ModeTerrain
in the WorldConfig is set to OldGenerator.
##MaxAverageHeight Back to top
If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
##MaxAverageDepth Back to top
If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the bottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
##Volatility1 and Volatility2 Back to top
Another type of noise. This noise has a different weight in differnt places in the biome. That means that if you set to 1.0 there will be some flat areas and there will be some hilly areas.
The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
##VolatilityWeight1 and VolatilityWeight2 Back to top
Adjusts the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
##DisableBiomeHeight Back to top
Disables default block chance from height: normally lower areas are filled with stone and higher areas are air. If you set this to true, you will get a Nether/Skylands-like world (depending on the values used in CustomHeightControl).
##CustomHeightControl Back to top
List of custom height factors represented by floating point numbers, each entry controls about 7 blocks height. Used to force or surpress blocks a certain altitudes. The left most 0.0 affects biome floor, the right most 0.0 affects biome ceiling.
For 7-bits worlds (WorldHeightBit is set to 7 in the WorldConfig) there are 17 numbers, for 8-bits worlds there are 33 numbers.
Negative numbers will cause less blocks to spawn at a certain altitude, positive numbers will cause more blocks to spawn.
Values which affect your configuration can only be found by experimenting. Values may be very high or very low, like ~3000.0 depends from height.
Example:
CustomHeightControl:0.0,-2500.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
Makes empty layer above bedrock layer. Looks like some kind of underground cave.
You can also create skylands with this if you set first 8 values to something near -2500.0.