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rutgerkok edited this page Jan 17, 2013 · 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.

##Jump to

##Example Back to top

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(UseWorld)
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)

##Arguments Back to top

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 Back to top

SmallLake(Block[.BlockData],Frequency,Rarity,MinAltitude,MaxAltitude)

Generates a small lake like this on the surface.

##UnderGroundLake Back to top

UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)

Generates a small underground lake.

##Dungeon Back to top

Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)

Generates a small dungeon with a spawner and some loot.

##Ore Back to top

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 Back to top

UnderWaterOre(Block,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])

Generates those circles at the bottom of water lakes.

##CustomObject Back to top

CustomObject(Object[,AnotherObject,...])

Spawns all custom objects in the list. Use UseWorld to spawn all objects in the WorldObjects folder that have this biome in their spawnInBiomeName. Use UseBiome to spawn all objects in the BiomeObjects setting, found in the BiomeConfigs. See the BO2 objects page for more information about the keywords and a syntax to override BO2 settings.

Note: before Terrain Control 2.3 the syntax was simply CustomObject(). It spawned all objects that were in the BOBPlugins folder, the predecessor of the WorldObjects folder. Terrain Control 2.3 will automatically replace CustomObject() with CustomObject(UseWorld).

##Tree Back to top

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), CocoaTree (small Jungle tree, usually with some cocoa plants) and GroundBush (also not a tree, but generated using the tree generator) and any custom object name.

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 a 20% chance. If it fails to generate a birch tree it tries to generate a BigTree with a 10% chance. If that also fails, it tries to generate a normal tree with a 100% chance.

Please note that a 100% chance does not guarantee a tree generates, there still needs to be enough space. There are never 10 trees in a chunk, simply because there isn't enough space for that.

See the BO2 objects page for more information about keywords like UseWorld and a syntax to override BO2 settings.

Note: before Terrain Control 2.3 you couldn't use custom object names in the Tree resource.

##Plant Back to top

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 Back to top

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.

##Reed Back to top

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

Generates a stack of blocks (usually reeds) next to the water, 1-3 blocks high. Didn't work in Terrain Control 2.2-2.3.3.

##Cactus Back to top

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

Generates a stack of blocks (usually a cactus).

##Liquid Back to top

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

Generates a liquid block at the side of a wall.

##AboveWaterRes Back to top

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 Back to top

Vines(Frequency,Rarity,MinAltitude,MaxAltitude)

This generates vines against hills, trees and inside caves. Most vines on the Jungle trees are generated by the tree itself.

##Vein Back to top

Vein(Block[.Data],MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])

Generates a group of ores.

MinRadius and MaxRadius are of the group, and can be quite large, up to 200 blocks. However, such as a large radius slows down generation a lot.

Rarity is the percentage of the chunks holding a vein center. It supports decimals, so the chance can be very low.

Block[.Data], OreSize, OreFrequency, OreRarity, MinAltitude, MaxAltitude and BlockSource work the same as for Ore.