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