SKS-MC-Intermission/.minecraft/config/RTG/biomes/vanilla/mutated_redwood_taiga.cfg

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# Configuration file
beaches {
# Biome ID to use for this biome's beach.
# The only 'officially supported' values for this setting are:
# -1 = Automatic beach generation (RECOMMENDED), 16 = Vanilla Beach, 25 = Vanilla Stone Beach, 26 = Vanilla Cold Beach
# The ID of this biome = No beach
# Other biome IDs are allowed, but they have not been tested, may yield undesirable results, and will not be supported.
# Note: If this biome has been hardcoded by RTG to use a specific beach, this setting will have no effect.
# [range: -1 ~ 255, default: -1]
I:"Beach Biome"=-1
}
decorations {
# If TRUE, RTG decorations will disabled in this biome and only vanilla decorations will generate.
# RTG decorations include custom trees, shrubs, boulders, etc.
# [default: false]
B:"Disable RTG Decorations"=false
trees {
# This setting allows you to increase/decrease the number of RTG trees that generate in this biome.
# This setting overrides the global setting (see /.minecraft/config/RTG/rtg.cfg) and only affects trees generated by RTG.
# Trees generated by this biome's decorator will adhere to their own density rules.
# Set to -1.0 to use the global setting.
# 1.0 = Default tree generation; 2.0 = Twice as many trees; 0.5 = half as many trees; 0 = No trees
# [range: -1.0 ~ 5.0, default: -1.0]
S:"RTG Tree Density Multiplier"=-1.0
}
logs {
# [default: true]
B:"Allow Logs"=true
# This setting allows you to increase/decrease the number of fallen logs that generate in this biome.
# 1.0 = Default density; 2.0 = Twice as many fallen logs; 0.5 = half as many fallen logs; 0 = No fallen logs
# [range: 0.0 ~ 5.0, default: 1.0]
S:"Fallen Log Density Multiplier"=1.0
}
}
surfaces {
# If TRUE, RTG surfaces will be disabled in this biome and only vanilla surfaces will be used.
# RTG surfaces include custom top & filler blocks, and 'mix' blocks like podzol in Forests.
# [default: false]
B:"Disable RTG Surfaces"=false
"top block" {
# Set this to change this biome's top block.
# Syntax : <ResourceLocation> [<IProperty name> = <value>, <IProperty name> = <value>, ...]
# Example: minecraft:stone[variant=diorite], or minecraft:stained_glass_pane[color=pink,north=true,east=false,south=true,west=false]
# For a list of property names and values, see: https://minecraft.gamepedia.com/Block_states
# [default: ]
S:"Top Block ID"=
}
"filler block" {
# Set this to change this biome's filler block (the block underneath the top block).
# Syntax : <ResourceLocation> [<IProperty name> = <value>, <IProperty name> = <value>, ...]
# Example: minecraft:stone[variant=diorite], or minecraft:stained_glass_pane[color=pink,north=true,east=false,south=true,west=false]
# For a list of property names and values, see: https://minecraft.gamepedia.com/Block_states
# [default: ]
S:"Filler Block ID"=
}
"cliff stone block" {
# Cliff blocks are the blocks that are used on the cliffs of mountains (usually a blend of stone & cobblestone).
# Set this to change this biome's cliff stone block.
# Syntax : <ResourceLocation> [<IProperty name> = <value>, <IProperty name> = <value>, ...]
# Example: minecraft:stone[variant=diorite], or minecraft:stained_glass_pane[color=pink,north=true,east=false,south=true,west=false]
# For a list of property names and values, see: https://minecraft.gamepedia.com/Block_states
# [default: ]
S:"Cliff Stone Block ID"=
}
"cliff cobble block" {
# Cliff blocks are the blocks that are used on the cliffs of mountains (usually a blend of stone & cobblestone).
# Set this to change this biome's cliff cobble block.
# Syntax : <ResourceLocation> [<IProperty name> = <value>, <IProperty name> = <value>, ...]
# Example: minecraft:stone[variant=diorite], or minecraft:stained_glass_pane[color=pink,north=true,east=false,south=true,west=false]
# For a list of property names and values, see: https://minecraft.gamepedia.com/Block_states
# [default: ]
S:"Cliff Cobble Block ID"=
}
"surface bleed" {
# Set to false if other biomes shouldn't bleed into this one
# [default: false]
B:"Surface Bleed In"=false
# Set to false if this biome shouldn't bleed into other biomes
# [default: false]
B:"Surface Bleed Out"=false
}
lakes {
# This setting allows you to increase/decrease the number of lava lakes that generate on the surface of this biome.
# 1.0 = Default amount; 2.0 = Twice as many lava lakes; 0.5 = half as many lava lakes; 0 = No lava lakes
# [range: 0.0 ~ 10.0, default: 0.0]
S:"Surface Lava Lake Multiplier"=0.0
# This setting allows you to increase/decrease the number of water lakes that generate on the surface of this biome.
# 1.0 = Default amount; 2.0 = Twice as many water lakes; 0.5 = half as many water lakes; 0 = No water lakes
# [range: 0.0 ~ 10.0, default: 0.4]
S:"Surface Water Lake Multiplier"=0.4
}
}
terrain {
# If TRUE, RTG terrain will be disabled in this biome and only vanilla terrain will be generated.
# [default: false]
B:"Disable RTG Terrain"=false
}
"terrain features" {
# Set this to FALSE to prevent rivers from generating in this biome.
# [default: true]
B:"Allow Rivers"=true
# Set this to FALSE to prevent scenic lakes from generating in this biome.
# [default: false]
B:"Allow Scenic Lakes"=false
}
villages {
# Set this to TRUE to allow villages to generate in this biome.
# [default: false]
B:"Allow Villages"=false
}