# Configuration file bedrock { # The block to use for the bottom of the Overworld. # [default: minecraft:bedrock] S:"Bedrock block ID"=minecraft:bedrock # The meta value of the bedrock block. # [range: 0 ~ 15, default: 0] I:"Bedrock block meta value"=0 # 0 = Normal bedrock (rough pattern); 1-5 = Number of flat bedrock layers to generate # [range: 0 ~ 5, default: 0] I:"Number of flat bedrock layers"=0 } biomes { # If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG decorations and uses vanilla decorations instead. # [default: true] B:"Enable RTG Biome Decorations"=true # If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG surfaces and uses vanilla surfaces instead. # [default: true] B:"Enable RTG Biome Surfaces"=true # If RTG tries to generate an unsupported biome or a biome that has an ID conflict, it will generate this biome instead. # If set to -1, RTG will crash instead of generating the patch biome. You might want to do this if you're making a mod pack # and want to make sure all biomes are generating correctly. # Default = Vanilla Plains # [range: -1 ~ 255, default: 1] I:"Patch Biome ID"=1 } boulders { # 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 1 ~ 100, default: 1] I:"1/x chance that Cobblestone Boulders will generate if given the opportunity to do so during world gen"=2 # [default: true] B:"Enable Cobblestone Boulders"=true # Set this to TRUE to allow UBC to override cobblestone boulders. # This setting doesn't have any effect if UBC is not installed. # [default: true] B:"UBC Boulders"=true } caves { # This setting controls the size of caves. # HIGHER values = BIGGER caves & MORE lag. (14 = vanilla cave density) # [range: 1 ~ 40, default: 8] I:"Cave Density"=10 # This setting controls the number of caves that generate. # LOWER values = MORE caves & MORE lag. (6 = vanilla cave frequency) # [range: 1 ~ 40, default: 16] I:"Cave Frequency"=16 # Must be set to TRUE for the other cave settings to have any effect. # If FALSE, RTG won't interfere with cave generation at all. # [default: true] B:"Enable Cave Modifications"=true # [default: true] B:"Enable Caves"=true } debugging { # Instead of crashing when it experiences 'java.util.ConcurrentModificationException' (or any other exception) # during structure generation, RTG will stop trying to generate that structure and continue generating the world. # You should only set this to TRUE if you have been instructed to do so by an RTG developer, or if you know what you're doing. # [default: false] B:"Crash on Structure Exceptions"=false # WARNING: This should only be enabled if you know what you're doing. # [default: false] B:"Enable Debugging"=false } dunes { # This setting controls the height of both sand dunes and snow dunes. # Higher values = taller dunes. # [range: 1 ~ 12, default: 4] I:"Height of Dunes"=5 } dungeons { # This setting controls the number of dungeons that generate. # HIGHER values = MORE dungeons & MORE lag. (8 = vanilla dungeon frequency) # [range: 1 ~ 200, default: 8] I:"Dungeon Frequency"=12 # [default: true] B:"Generate Dungeons"=true } "flowing liquids" { # 1/x chance that a lava stream will generate on the side of a hill or mountain. # 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 0 ~ 2147483647, default: 200] I:"Flowing Lava Chance"=200 # 1/x chance that a water stream will generate on the side of a hill or mountain. # 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 0 ~ 2147483647, default: 200] I:"Flowing Water Chance"=200 } gui { # [default: true] B:"Enable World Type Notification Screen"=true } "lakes (surface)" { # 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 1 ~ 100, default: 10] I:"1/x chance that Lava Surface Lakes will generate if given the opportunity to do so during world gen"=10 # 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 1 ~ 100, default: 10] I:"1/x chance that Water Surface Lakes will generate if given the opportunity to do so during world gen"=10 # [default: true] B:"Enable Lava Surface Lakes"=true # [default: true] B:"Enable Water Surface Lakes"=true } "lakes (underground)" { # 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 1 ~ 100, default: 10] I:"1/x chance that Lava Underground Lakes will generate if given the opportunity to do so during world gen"=10 # 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 1 ~ 100, default: 10] I:"1/x chance that Water Underground Lakes will generate if given the opportunity to do so during world gen"=10 # [default: true] B:"Enable Lava Underground Lakes"=true # [default: true] B:"Enable Water Underground Lakes"=true } mineshafts { # [default: true] B:"Generate Mineshafts"=true } "ore gen" { # [default: true] B:"Generate Coal Ore"=false # [default: true] B:"Generate Diamond Ore"=false # [default: true] B:"Generate Emerald Ore"=false # [default: true] B:"Generate Gold Ore"=false # [default: true] B:"Generate Iron Ore"=false # [default: true] B:"Generate Lapis Lazuli Ore"=false # [default: true] B:"Generate Redstone Ore"=false } plateaus { # Comma-separated list of meta values for the plateau gradient blocks used in the Mesa Bryce biome. # -1 = Plateau block; 0-15 = Plateau gradient block # 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray # 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black # [default: -1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8] S:"Mesa Bryce Plateau Block Metas"=-1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8 # Comma-separated list of meta values for the plateau gradient blocks used in the Mesa biome variants (doesn't include Mesa Bryce). # -1 = Plateau block; 0-15 = Plateau gradient block # 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray # 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black # [default: -1,-1,-1,1,1,1,0,-1,-1,6,1,1,8,0,-1,-1,14,-1,-1,6,1,1,4] S:"Mesa Plateau Block Metas"=-1,-1,-1,1,1,1,0,-1,-1,6,1,1,8,0,-1,-1,14,-1,-1,6,1,1,4 # An extra block to use for Mesa & Savanna plateau gradients. Defaults to hardened clay. # When configuring the various 'meta' options in this section, use a value of '-1' to reference this block. # [default: minecraft:hardened_clay] S:"Plateau Block ID"=minecraft:hardened_clay # The meta value of the plateau block. # [range: 0 ~ 15, default: 0] I:"Plateau Block Meta Value"=0 # The block to use for Mesa & Savanna plateau gradients. Defaults to stained hardened clay. # This can be any block, but it works best with blocks that have multiple colours, such as stained hardened clay. # The various 'meta' options in this section will use this block to configure the plateau gradients. # [default: minecraft:stained_hardened_clay] S:"Plateau Gradient Block ID"=minecraft:stained_hardened_clay # Comma-separated list of meta values for the plateau gradient blocks used in the Savanna biome variants. # -1 = Plateau block; 0-15 = Plateau gradient block # 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray # 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black # [default: 0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12] S:"Savanna Plateau Block Metas"=0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12 # If set to TRUE, Savanna biome variants will mostly use stone/cobblestone instead of gradient blocks for cliffs and plateaus. # Savanna Plateau M will always use gradient blocks. # [default: true] B:"Use stone for most Savanna biome variants"=true } ravines { # Must be set to TRUE for the other ravine settings to have any effect. # If FALSE, RTG won't interfere with ravine generation at all. # [default: true] B:"Enable Ravine Modifications"=true # [default: false] B:"Enable Ravines"=true # This setting controls the number of ravines that generate. # LOWER values = MORE ravines & MORE lag. (50 = vanilla ravine frequency) # [range: 1 ~ 100, default: 50] I:"Ravine Frequency"=75 } rivers { # Set this to FALSE to prevent RTG from generating lush river bank decorations in hot biomes, like Desert and Mesa. # Lush decorations consist of tallgrass, trees, shrubs, and other flora. # [default: true] B:"Enable Lush River Bank Decorations in Hot Biomes"=true # Set this to FALSE to prevent RTG from generating lush river bank surfaces in hot biomes, like Desert and Mesa. # Lush surfaces consist (almost exclusively) of grass blocks. # [default: true] B:"Enable Lush River Bank Surfaces in Hot Biomes"=true } "rivers and scenic lakes" { # Higher numbers make the large-scale cut-off noise have a greater effect. Defaults to 0.5 # [range: 0.0 ~ 2.0, default: 0.5] S:"Amplitude of Large-Scale River Cut Off"=0.5 # Biome ID for scenic lakes when frozen (default 11 = Frozen River) # [range: 0 ~ 254, default: 11] I:"Biome for frozen scenic lakes"=11 # Biome ID for scenic lakes when not frozen (default 7 = River) # [range: 0 ~ 254, default: 7] I:"Biome for scenic lakes"=7 # Defaults to 1 (standard frequency) # [range: 0.0 ~ 10.0, default: 1.0] S:"Lake Frequency Multiplier"=1.5 # Makes scenic lake shores bend and curve more. Defaults to 1 # [range: 0.0 ~ 2.0, default: 1.0] S:"Lake Shore Irregularity"=1.5 # Defaults to 1 (standard size) # [range: 0.0 ~ 10.0, default: 1.0] S:"Lake Size Multiplier"=1.0 # Higher numbers make rivers bend more. Defaults to 1 # [range: 0.0 ~ 2.0, default: 1.0] S:"Multiplier to River Bending"=2.0 # Multiplier to river frequencies. Defaults to 1 # [range: 0.0 ~ 10.0, default: 1.0] S:"River Frequency Multiplier"=1.5 # Defaults to 1 (standard width) # [range: 0.0 ~ 10.0, default: 1.0] S:"River Width Multiplier"=1.5 # Higher numbers make grassy areas near rivers bigger, but also more rare. Defaults to 350 # [range: 50.0 ~ 5000.0, default: 350.0] S:"Scale of Large-Scale River Cut Off"=350.0 } saplings { # Set this to TRUE to allow RTG's custom trees to grow from vanilla saplings. # RTG's custom trees can be grown only from the saplings that their leaves would drop naturally, and only in the biomes where they naturally generate. # For example, you can only grow a Swamp Willow in a Swamp biome, and only with an Oak sapling (because Swamp Willows have Oak leaves). # [default: true] B:"Enable RTG Saplings"=true # 1/x chance that a vanilla sapling will grow one of RTG's custom trees. # 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 1 ~ 2147483647, default: 2] I:"RTG Tree from Vanilla Sapling Chance"=2 } "scattered features" { # Must be set to TRUE for the other scattered feature settings to have any effect. # If FALSE, RTG won't interfere with scattered feature generation at all. # [default: true] B:"Enable Scattered Feature Modifications"=true # [default: true] B:"Generate Scattered Features"=true # Scattered features = desert temples, jungle temples, and witch huts; 32 = Vanilla # [range: 1 ~ 2147483647, default: 48] I:"Maximum distance between scattered features"=48 # Scattered features = desert temples, jungle temples, and witch huts; 8 = Vanilla # [range: 1 ~ 2147483647, default: 12] I:"Minimum distance between scattered features"=12 } snow { # This applies to newly-generated chunks only. Snow layers will still appear in cold/snowy biomes after it snows. # [default: true] B:"Enable Snow Layers"=true } strongholds { # [default: true] B:"Generate Strongholds"=true } "terrain shadowing" { # The block to use for desert terrain shadowing, typically seen on the cliffs of desert mountains. Defaults to stained hardened clay. # [default: minecraft:stained_hardened_clay] S:"Desert shadow block ID"=minecraft:stained_hardened_clay # The meta value of the shadow block for desert cliffs. Defaults to 0 (white). # [range: 0 ~ 15, default: 0] I:"Desert shadow block meta value"=0 # The block to use for stone terrain shadowing, typically seen on the cliffs of stone mountains. Defaults to stained hardened clay. # [default: minecraft:stained_hardened_clay] S:"Stone shadow block ID"=minecraft:stained_hardened_clay # The meta value of the shadow block for stone cliffs. Defaults to 9 (cyan). # [range: 0 ~ 15, default: 9] I:"Stone shadow block meta value"=9 # Set this to TRUE to allow UBC to override desert shadowing. # This setting doesn't have any effect if UBC is not installed. # [default: true] B:"UBC Mode (Desert)"=true # Set this to TRUE to allow UBC to override stone shadowing. # This setting doesn't have any effect if UBC is not installed. # [default: true] B:"UBC Mode (Stone)"=true } trees { # Set this to FALSE to prevent shrub trunks from generating below the surface. # [default: true] B:"Allow Shrubs to Generate Below Surface"=true # Set this to FALSE to prevent trees from generating on sand. # This setting only affects trees generated by RTG. Trees generated by a biome's decorator # will adhere to their own generation rules. (RTG's Palm Trees ignore this setting.) # [default: false] B:"Allow Trees to Generate on Sand"=false # Set this to FALSE to prevent the trunks of RTG trees from using the 'all-bark' texture model. # For more information, visit http://minecraft.gamepedia.com/Wood#Block_data # [default: true] B:"Allow bark-covered logs"=true } villages { # Set this to FALSE to resolve issues with mods that also modify villages. # If set to FALSE, the 'Minimum distance between villages', 'Maximum distance between villages' & 'Size of villages' settings will have no effect. # [default: true] B:"Enable village modifications"=true # [default: true] B:"Generate Villages"=true # Lower values = villages closer together; 32 = Vanilla # [range: 1 ~ 2147483647, default: 48] I:"Maximum distance between villages"=48 # Higher values = villages further apart; 8 = Vanilla # [range: 1 ~ 2147483647, default: 12] I:"Minimum distance between villages"=20 # Higher values = bigger villages; 0 = Vanilla # [range: 0 ~ 10, default: 0] I:"Size of villages"=2 } volcanoes { # Set this to FALSE to prevent lava from flowing down the sides of volcanoes. # [default: true] B:"Enable volcano eruptions"=true # Set this to FALSE to prevent volcanoes from generating. # [default: true] B:"Enable volcanoes"=true # 1/x chance that a volcano will generate in a biome that has volcanoes enabled. # 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance # [range: 1 ~ 2147483647, default: 36] I:"Volcano Chance"=30 # The main block to use for the surface of the volcano. # [default: minecraft:obsidian] S:"Volcano block ID"=minecraft:obsidian # The meta value of the volcano block. # [range: 0 ~ 15, default: 0] I:"Volcano block meta value"=0 # The block ID of the 1st volcano mix block. # [default: BiomesOPlenty:ashStone] S:"Volcano mix 1 block ID"=BiomesOPlenty:ashStone # The meta value of the 1st volcano mix block. # [range: 0 ~ 15, default: 0] I:"Volcano mix 1 block meta value"=0 # The block ID of the 2nd volcano mix block. # [default: BiomesOPlenty:ash] S:"Volcano mix 2 block ID"=BiomesOPlenty:ash # The meta value of the 2nd volcano mix block. # [range: 0 ~ 15, default: 0] I:"Volcano mix 2 block meta value"=0 # The block ID of the 3rd volcano mix block. # [default: minecraft:coal_block] S:"Volcano mix 3 block ID"=minecraft:coal_block # The meta value of the 3rd volcano mix block. # [range: 0 ~ 15, default: 0] I:"Volcano mix 3 block meta value"=0 }