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rutgerkok edited this page Mar 2, 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. If the Rarity doesn prevent Terrain Control from spawning the resource the terrain is still able to do so. MinAltitude and MaxAltitude are the minimum and maximum y-coordinate where the resource should generate. However, resource placement doesn't include the last layer. BlockSource is the block which the resource needs to generate on or in. 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 small ore vein. Note: underground dirt and gravel patches are also generated using the ore generator.

If you are looking for larger areas where there will be more ores of a certain kind, use the Vein resource.

##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. You can use the keywords UseBiome and UseWorld.

Note: before Terrain Control 2.3 the syntax was simply CustomObject(). It spawned one of the objects that was in the BOBPlugins folder, the predecessor of the WorldObjects folder. Terrain Control 2.3 will automatically replace CustomObject() with CustomObject(UseWorld), which does exactly the same as the old CustomObject() did.

Note2: it won't spawn the branches of the object. Use the CustomStructure resource.

##CustomStructure Back to top

CustomStructure([Object,Chance[,AnotherObject,Chance[,...]]])

Only available in the dev versions.

This resource does two things. First of all, it starts a BO3 structure in the current chunk based on the arguments given. It doesn't accept BO3s which don't have branches attached to them. It also doesn't accept keywords like UseWorld.

It will also finish existing structures from other chunks. It will ignore it's own settings here, it will just look if there are any unfinished structures nearby. (Keep in mind that a chunk nearby may have another biome with another CustomStructure(...).) An empty CustomStructure() will just finish structures from nearby chunks.

CustomStructure uses more resources that CustomObject or Tree, because the objects it spawns are usually much more complex and because it has to search nearby chunks for unfinished structures.

It searches in a square with 5-chunk radius around the current chunk. This means that structures can be up to 11x11 (5+1+5x5+1+5) chunks large, which makes structures have a maximum size of 176x256x176 blocks.

##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. It picks a completely random position in the chunk between MinAltitude (inclusive) and MaxAltitude (exclusive) and looks if that is a suitable position. This means that it can also generate underground, but also that it wastes a lot of time on failed attempts.

##Grass Back to top

Grass(Block,BlockData,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])

Generates a block, usually TALL_GRASS, but it can be any block. It picks a random x and z position in the chunk and looks at Minecraft's internal heightmap for the y position that is just above the highest block. This means that it cannot generate underground, but that it is a fast way to generate a lot of blocks on the surface.

It has special code that detects leaves: when it finds that the highest block is a leave, it scans through them until it finds a block that isn't a leave and places the block on that. This means that it can generate under leaves.

Keep in mind that, for historical reasons, the BlockData is a separate argument, as opposed to the usual block:data syntax.

##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

Only available in the dev versions.

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

Generates a large area where ores of a certain kind will be more common.

As ore veins are usually larger than one chunk, Vein searches in nearby chunks for unfinished veins. This makes it cost more resources than Ore. If your ores don't need to generate in large clusters, use the more lightweight Ore resource. You can also use an approach to generate more of the same Ore in a certain biome.

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.

##Well Back to top

Only available in the dev versions. Well(SandStoneBlock[:BlockData],SlabBlock[:BlockData],WaterBlock[:BlockData],Frequency,Rarity,MinAltitude,MaxAltitude,SourceBlock[,AnotherSourceBlock[,...]])

Generates a well. Used to generate the desert wells in the default settings. The block types are not validated: SandStoneBlock can also be, for example, wood.

On each place attempt the resource picks a random x, y and z position and scans down until it finds a block. If the block type is one of the SourceBlocks the well will be placed.