-
Notifications
You must be signed in to change notification settings - Fork 161
Resources queue
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()
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()
Calls the BO2 generator.
As of 2.3.0 you can specify what BO2s should spawn:
CustomObject(TestObject,AnotherTestObject)
##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).
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.
As of 2.3.0 you can also add your own BO2s to this list. Unlike the normal trees, the BO2s don't have a TreeType_Change parameter. So a list of vanilla trees and BO2s could look like this:
`Tree(10,Forest,20,MyCustomTree,MyOtherCustomTree,BigTree,100,AnotherCustomTree)
##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.
##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 and inside caves. The vines on the Jungle trees are generated by the tree itself.