Oh just a long and painful update to 1.6. I've switched to MCP now though so we shouldn't have another one. :smile.gif:
Ah, well I'm glad that its in mind. Upon checking the forum I expected dozens of 'plz update to 1.6.x' requests. I look forward to seeing the first Rift world I made ported over if that will work.
Rollback Post to RevisionRollBack
Telerian3 V
Better place to find KodachiZero's projects
What phrase do I need in my .bo2 file to make a tree that spawns in rainforest? The BBOB editor spits out the line "spawnInBiome=Rain Forest" whenever I select rainforest, but I don't get my rainforest trees appearing, even in an area that I'm pretty sure is rainforest (it was rainforest in this seed in Minecraft 1.5, and has a super-high tree density). Could it be "spawnInBiome=Rainforest" or "spawnInBiome=RainForest"? I do get my taiga/tundra trees restricted to that biome, so it does seem to be working for those.
What phrase do I need in my .bo2 file to make a tree that spawns in rainforest? The BBOB editor spits out the line "spawnInBiome=Rain Forest" whenever I select rainforest, but I don't get my rainforest trees appearing, even in an area that I'm pretty sure is rainforest (it was rainforest in this seed in Minecraft 1.5, and has a super-high tree density). Could it be "spawnInBiome=Rainforest" or "spawnInBiome=RainForest"? I do get my taiga/tundra trees restricted to that biome, so it does seem to be working for those.
if (localBiomeBase == null)
{
attemptSpawn = true;
}
else if ((Object.spawnInBiome.size() == 0))
{
attemptSpawn = true;
}
else if (Object.spawnInBiome.contains("all"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("rainforest")) && Object.spawnInBiome.contains("rain forest"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("swampland")) && Object.spawnInBiome.contains("swampland"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("seasonal forest")) && Object.spawnInBiome.contains("seasonal forest"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("forest")) && Object.spawnInBiome.contains("forest"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("savanna")) && Object.spawnInBiome.contains("savanna"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("shrubland")) && Object.spawnInBiome.contains("shrubland"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("taiga")) && Object.spawnInBiome.contains("taiga"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("desert")) && Object.spawnInBiome.contains("desert"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("plains")) && Object.spawnInBiome.contains("plains"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("icedesert")) && Object.spawnInBiome.contains("icedesert"))
{
attemptSpawn = true;
}
else if ((localBiomeBase.biomeName.toLowerCase().equals("tundra")) && Object.spawnInBiome.contains("tundra"))
{
attemptSpawn = true;
}
That's the actual code. Mind you, when registered everything is made lower case, so it's irrelevant if it's "rain forest" or "Rain Forest." It just needs that space. It's a misspelling sure but the code should deal with it.
Oh, and that second part is the BOBject read section if you are wondering.
EDIT: Just a thought, does it work if you add a second biome?
...snip
That's the actual code. Mind you, when registered everything is made lower case, so it's irrelevant if it's "rain forest" or "Rain Forest." It just needs that space. It's a misspelling sure but the code should deal with it.
Oh, and that second part is the BOBject read section if you are wondering.
EDIT: Just a thought, does it work if you add a second biome?
I get any .bo2 object with SpawnInBiome: All. But I don't get the rainforest tree, even when I add all the other biomes: "spawnInBiome=rain forest, taiga, swampland, seasonal forest, forest, savanna, scrubland, desert, plains, icedesert, tundra"
So it's not that I've got the biome wrong; even if it were not truly rainforest, it would have spawned due to one of the other options. I do get taiga-only and tundra-only .bob objects spawning in the correct biomes. Could it be something about the rainforest in particular, perhaps due to the space? Has anyone else gotten a rainforest-only .bob object to spawn?
I tweaked my settings that creates some epic mountains, with occasional spots of flat land, therefor making it good for modern mountain homes. Here're my settings:
I get any .bo2 object with SpawnInBiome: All. But I don't get the rainforest tree, even when I add all the other biomes: "spawnInBiome=rain forest, taiga, swampland, seasonal forest, forest, savanna, scrubland, desert, plains, icedesert, tundra"
So it's not that I've got the biome wrong; even if it were not truly rainforest, it would have spawned due to one of the other options. I do get taiga-only and tundra-only .bob objects spawning in the correct biomes. Could it be something about the rainforest in particular, perhaps due to the space? Has anyone else gotten a rainforest-only .bob object to spawn?
The space probably is the issue. I'll change it to ".contains("rain")" and see what happens. Will release it this evening, got to run now.
I tweaked my settings that creates some epic mountains, with occasional spots of flat land, therefor making it good for modern mountain homes. Here're my settings:
I tweaked my settings that creates some epic mountains, with occasional spots of flat land, therefor making it good for modern mountain homes. Here're my settings:
By the way I have already posted this on another thread but I believe it was the wrong one, I apologize in advance.
Thanks for reading!
I haven't installed this mod yet, but from what it looks like it is perfectly awesome! I do have some questions before I decide to install it. Can it generate completely flat surface world with a normal below ground? I would still want forests and lakes(Perhaps I should have said completely flat save lakes..)And also doing this flat above ground could it still generate like normal minecraft generates below-ground(simply put I don't want tons of minerals, just normal spawn rate..)
Perhaps this is somewhere, I checked the wiki, and maybe I'm not reading between the lines enough but I am not sure whether this mod can accomplish what I want...I know there are flat lands out there but they dont have any "below ground" I'm not really looking for that...I hope I don't sound too noobish!
First draft of the guide to the settings. Also going to post it in the settings thread but wanted a copy here for posterity :wink.gif:
SteelCrow's guide to the PTM settings
-------------------------------------
This is my attempt to explain the settings ini file for the PTM (Pheonix Terrain Mod) which is the successor to Bucyruss' terrain mod.
This guide is accurate as far as I can tell and within my understanding of the settings. I am quite likely in error regarding some things. Feel free to correct me and let me know to update. However, be prepared to be required to provide examples and/or verifications.
It's the end of june 2011. The current version for which this guide is up to date for is minecraft v1.6.6 and The PTM (Pheonix Terrain Mod) is currently on SSP Release 1.5 (Bugfix 11) and SMP Release 1.5 (Bugfix 10).
Much of this information can be found elsewhere but this should bring it all together.
That said, lets begin.
A quick note about seeds. The seed you use still plays an important part in what your world is like. The settings affect how the seed gets implemented, they do not override or replace the seed. You should generate several worlds with different seeds before deciding whether a set of settings is whast you were trying for or not.
-----------------------------------------------
[size="2"]<Biome Mod - All Biome Variables> [/size]
These set the global environmental conditions. Currently they only affect the generation of the world and biomes therein, not the designation overlay that MC uses for weather etc.
biomeSize:1.5
Modifies the size of biomes. Larger values generate larger biomes.
"This settings affects the average dimension of biomes on a linear scale, so every doubling of this value will quadruple the area of biomes."
Think of it as sort of a radius multiplier. Setting it to 5 is a huge biome, it'll be a long ways before it changes. 2 to 3 is decent. 100 should be thousands of meters across, maybe tens of thousands.
The initial 1.5 setting is the normal vanilla biome size setting. Remember that this is a multiplier of the variable sized vanilla biomes.
minMoisture:0.0
maxMoisture:1.0
Sets the minimum and maximum moisture of the world
Moisture is a percentage. 1.0 = 100%
Setting both to the same number or small range will limit the range of biomes generated. (see biome chart) Used to generate only certain biomes types or to exclude biome types by setting the ranges appropriatly when used in conjunction with the tempurature settings
minTemperature:0.0
maxTemperature:1.0
Sets the minimum and maximum temperature of the world.
Again a percentage expressed as 1.0 = max temp.
Used the same way as the moisture settings.
snowThreshold:0.5
iceThreshold:0.5
Those are the default settings. Settings range is -1 to +1. smaller (and neg) numbers mean less chance of snow and ice, higher means greater chance.
I don't know how accurate this is given that Notch played with the snow and ice regeneration part of the algorithm. Before 1.6.6 the ice wouldn't regenerate, now it will. This may now only set the INITIAL conditions and nothing more. I haven't had the chance to test it yet.
There is also a sort of biome overlay in MC that PTM attempts to adapt. Untested at this time.
-----------------------------------------------
[size="3"]<Biome Mod - Swamp Biome Variables>[/size]
muddySwamps:false
claySwamps:false
swampSize:2
Places a strip of mud or clay (size is dependent on the swampSize setting number) around the edge and below surface water. This will only occur in swampland biomes. The muddySwamp setting takes priority over the claySwamps setting.
-----------------------------------------------
[size="3"]<Biome Mod - Desert Biome Variables> [/size]
waterlessDeserts:false
Will remove all water from desert and ice desert biomes.
If you set your temperature and moisture settings to generate a desert world, making waterlessDeserts:true will result in the only surface water being in notch ponds. Setting notch ponds to false will result in the only water being in underground lakes and streams.
removeSurfaceDirtFromDesert:false
Will remove all dirt from the surface of deserts. This setting was introduced because changing some terrain generation settings will cause dirt to erroneously appear on the surface of desert biomes.
desertDirt:false
Will turn on the ability to let dirt appear on the surface. This setting occurs after removeSurfaceDirtFromDesert so turning both on will cause dirt to appear in your desert biomes.
desertDirtFrequency:0
Sets the frequency at which dirt will appear in the desert. The setting corresponds to the average number of chunks before a dirt block will appear. Example: setting desertDirtFrequency:100 means that, on average, you will encounter one dirt block every 100 chunks in the game.
-----------------------------------------------
[size="3"]<Cave Mod - Cave Variables> [/size]
caveRarity:7
This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
caveFrequency:40
The number of times the cave generation algorithm will attempt to create single caves and cave systems in the given chunk. This value is larger because the likelihood for the cave generation algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower random numbers. With an input of 40 (default) the randomizer will result in an average random result of 5 to 6. This can be turned off by setting the "even cave distribution" setting (below) to true.
evenCaveDistribution:false
Setting this to true will turn off the randomizer for cave frequency (above). Do note that if you turn this on you will probably want to adjust the cave frequency down to avoid long load times at world creation.
caveMinAltitude:8
caveMaxAltitude:128
Sets the minimum and maximum altitudes at which caves will be generated. These values are used in a randomizer that trends towards lower numbers so that caves become more frequent the closer you get to the bottom of the map. Setting even cave distribution (above) to true will turn off this randomizer and use a flat random number generator that will create an even density of caves at all altitudes.
individualCaveRarity:25
The odds that the cave generation algorithm will generate a single cavern without an accompanying cave system. Note that whenever the algorithm generates an individual cave it will also attempt to generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system will actually be created).
caveSystemFrequency:1
The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of the cave generation algorithm (see cave frequency setting above). Note that setting this value too high with an accompanying high cave frequency value can cause extremely long world generation time.
caveSystemPocketChance:0
This can be set to create an additional chance that a cave system pocket (a higher than normal density of cave systems) being started in a given chunk. Normally, a cave pocket will only be attempted if an individual cave is generated, but this will allow more cave pockets to be generated in addition to the individual cave trigger.
caveSystemPocketMinSize:0
caveSystemPocketMaxSize:4
The minimum and maximum size that a cave system pocket can be. This modifies/overrides the cave system frequency setting (above) when triggered.
Frequency is the number of times, per chunk, that the game will try to make a placement.
Rarity is the odds (out of 100) that the game will actually make each placement.
-----------------------------------------------
[size="3"]<Cave Mod - Lava Pool Variables>[/size] lavaLevelMin:0
lavaLevelMax:10
The levels at which any caves are filled with lava (initialy the bottom 10 layers near bedrock)
Pretty self-explanitory.
Frequency is the number of times, per chunk, that the game will try to make a placement.
Rarity is the odds (out of 100) that the game will actually make each placement.
The above settings mean that yellow flowers will occur twice per chunk. (2x100%)
Roses will show up on average once per two chunks (1x50%)
Brown mushrooms once per four chunks (1x25%)
Red mushrooms about once every seven chunks (1x13%)
Reeds, ten per chunk (10x100%)
Pumpkins, once per thirty-three chunks. (1x3%)
Remember that the spawn requirements must also be met. So if there's no dirt next to water the reeds will not spawn all 10, only what can.
Pumpkin settings are for a pumpkin patch (So I believe, haven't tested).
-----------------------------------------------
[size="3"]<Deposit Mod - Above/Below Ground Variables> [/size]
evenWaterSourceDistribution:false
evenLavaSourceDistribution:false
Changes the water source spawning algorithm to a flat distribution. Normally, water sources are distributed with a higher frequency toward the bottom of the map.
Water and lava sources are the single source blocks that create waterfalls and lavafalls, both above and below ground.
The numbers seem high to me, but I think there are spawn conditions that result in the majority of the placement attempts being aborted. I've never seen a single water source placed in a cave ceiling or be buried in a wall. I assume then that they need to have the placement location open on one side with a minimum volume of air to spawn. So while the above settings seem like waterfalls will happen fifty times per chunk (50x100%) they actually occur far less frequently.
-----------------------------------------------
[size="3"]<Deposit Mod - Below Ground Variables>[/size]
These 'ore' deposit settings are all alike and will be explained together. The initial settings are the vanilla MC settings.
"Frequency is the number of times, per chunk, that the game will try to make a deposit.
Rarity is the odds (out of 100) that the game will actually make a deposit."
Using the Lapis as an example; What it means is that the world generator is always going to try to place one deposit of lapis per chunk (DepositFrequency). Each try has 100% chance of happening (DepositRarity). And that placement will be from 1 to 7 blocks of Lapis (DepositSize).
So in a single chunk these settings can spawn anywhere from 1 to 7 blocks of Lapis.
If the Deposit Frequency was changed to 5, it could spawn anywhere from 5 to 35 blocks of Lapis. This is PER CHUNK. 35 Lapis in a single chunk is one lapis in every 5x5x5 block in the 16 layers available with these settings. And it will occur like that in each and every chunk in the world. There would be far more lapis around than you would ever be likely to use.
I personally don't like simply increasing these settings as it makes the survival game far too easy. However coupled with the additional three sets of settings for each ore can make for interesting distribution patterns.
These two settings will produce iron as normal, plus because of the use of the rarity2 (etc) settings, it will once per 100 chunks (on average) produce an additional iron deposit of between 1 to 30 blocks. A 'vein' of iron ore per se., deep down.
These will produce some unusual effects.
Set one will produce the usual vanilla distribution of gold. There will always be two deposits of 1-8 gold per chunk.
Set two will deposit a single grouping of 1-16 gold just below sea level, but only once in every 20 chunks. It's likely that some of it will be replaced with ocean so you'll often find these lying in the deeper areas of water, when you don't find them in caves or solid rock. Keep in mind that if you drop your sea level they can be exposed on the surface.
Set three will usually, but not always manage to deposit a regular sized deposit of gold high up on mountains. There has to be a mountain high enough there for this to happen. But if there is this set will probably place one there.
Set four will produce an 'gold ore rich' layer across the entire world (as each setting affects every chunk in the world) it'll place 1-2 gold in the two layers allowed about 5 times per chunk. a single 16x16 layer is 256 blocks in total. So it'll be 1-20 gold in that layer. But it'll be wherever there is stone crossing those layers.
Because all four different settings were used all four will occur together. Keep that in mind as these four together will produce anywhere from 10-60 gold per chunk. In vanilla there is usually only 2-16. So using all four together can lead to excessive amounts of ores.
A word of caution. When determining deposit sizes remember to leave room for everything else. Stone, dirt, sand, water, the other deposits, etc. It's easy to go overboard with random settings and overload the chunks. You can essentially overwork and freeze the program with too many deposits and a lot of large deposits as it'll try to fit it all into the single chunk.
Making ten deposits of 200 blocks of ore per chunk can fill about 15 layers of each and every chunk with that ore.
Also a lot of deposits attempts will most certainly slow down chunk generation. Expect a great deal of lag and crashes may occur if you set these excessively.
-----------------------------------------------
[size="3"]<Deposit Mod - Hell Variables>[/size] evenFireHellDepositDistribution:false
evenLightstoneHellDepositDistribution:false
Untested assumption is these spread the occurances out move evenly from top to bottom of the chunks. Again there's an assumption of spawning conditions to be met.
lavaSourceHellDepositRarity:100
lavaSourceHellDepositFrequency:8
lavaSourceHellDepositMinAltitude:4
lavaSourceHellDepositMaxAltitude:124
Lava falls, not the lakes. Seem to have spawn conditions similar to the normal world.
fireHellDepositRarity:100
fireHellDepositFrequency:10
fireHellDepositMinAltitude:4
fireHellDepositMaxAltitude:124
These are the flaming netherrack blocks.
-----------------------------------------------
[size="3"]<Replace Block Mod - Replace Variables> [/size] removeSurfaceStone:false
Attempts to replace all surface stone with its nearest non-stone neighbor block type (dirt, grass, sand, gravel, or clay). If it cannot find a suitable neighbor block to duplicate, then it will default to Sand in Desert biome types and Grass in all others.
Also here is the Replace command option. 'Replace' tells the worldgen to place a block of a certain type instead of the one listed
For example;
replaceSand:dirt will replace all sand in the world with dirt. Apparently it was incomplete. Untested. Originally it was only terrain type blocks (no ores, plants, etc)
Has been altered. Should accept blockIDs also/or instead of names.
replacesand:grass
replaceclay:sand
is
replace12:2
replace82:12
You can have as many as you want.
I assume first listed is first changed. So;
replaceWater:Lava
replacelava:sand
will result in water first being changed to lava and then again to sand. But all lava will become sand in the second replacement.
Also;
replacedirt:sand
replacesand:dirt
will not switch sand and dirt but result in all sand ending up as dirt. and all dirt becoming sand then dirt again.
In order to switch the two you would need to shunt the dirt to a third block type, and then switch that third type after the second replace. For example;
will result in a switching of dirt and sand, but unfortunatly the elimination of all lapis. Try to use a defunct block or one you don't need for the third type. Sponge if it works doesnt occur naturally. Using cobblestone will work but result in abnormal dungeon walls.
-----------------------------------------------
[size="3"]<Terrain Mod - Terrain Variables> [/size] waterLevel:64
Sets the water level of the world. Also depends on there being water to lower. See the moisture settings.
maxAverageHeight:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
This is supposed to control height of the land. Has been 'broken' in the past. A high number will give you very sharp cliffs and high plateaus. It's easy to have the land end up at the max height level by accident. Experiment in small increments. Also it's dependant on the world seed used.
maxAverageDepth:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
May be 'broken'. Seems to control the underwater slope/roundness to the bottom of the oceans. A high number will result in sudden sharp plunges to max depth. (good for underwater worlds) High numbers will effectively remove all beaches and shoals.
Be aware this can affect 'valleys' as well. It may in some circumstances raise land if negative.
fractureHorizontal:0.0
Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
Think of this as how often a horizontal line is fractured. That's not accurate as far as what is happening but it does let you grasp the nature of what this does. The higher the number the more fractures. Think of it as continents being smashed into smaller bits. Increase for archipelagos decrease for continents. (not accurate, but allows you to grasp the general function)
Negative fractureHorizontal should stretch out terrain features and make for smoother, flatter terrain.
fractureVertical:0.0
Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically. Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
This controls how often the vertical 'line' fractures. As the vertical height limits the number of visible fractures this setting doesn't always seem to effect much change. This is the setting that will give you plateaus and floating islands and the overhangs, undercuts and arches. A setting about 5 should get you floating islands.
Negative fractureVertical values should smooth out terrain features such as the sides of things like hills and cliffs.
Can sometimes create lag when it generates a massive underground vault near bedrock. Especially with large cave complexes.
Fracture is applied near the begining of the terrain generation and affects the basic shape and nature of the land.
volatility1:0.0
volatility2:0.0
Hard to explain, but think of these as terrain chaos settings. The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Another way to think of them is the amount of noise added to the general terrain shape.
volatilityWeight1:0.5
volatilityWeight2:0.45
Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. Values should be between 0 and 1 and sum to some number equal to or less than 1. An example would be to set volatility1 to something high and volatility2 to some negative number. Then adjust volatilityWeight1 to a small number (say 0.1) and volatilityWeight2 to a larger number (0.85). This should result is mostly calm/flat landscape with the occasional chunk of terrain floating or jutting into the air.
Volatility is applied near the end of the terrain generation and essentially affects the roughness of the base terrain.
[quote]" There's a total of five noise maps. Two are used for handling some decision making with some variable values, two hold the values for the landscape itself, and one is used for making a decision between using one or the other or some combination of the two for the two mappings that hold the landscape values. The two that hold values for the landscape have identical inputs so other than randomization in the noise algorithm itself, they are identical. The values in the mappings for the landscape are each divided by 512 and the "volatility" values act as multipliers to the map values before they are divided. Basically it's
map1[i] / 512 * volatility1
map2[i] / 512 * volatility2"[/quote]
If you want flat land with rare but violent cliffs, you would have low horizontal fracture, and one volatility at 0 and the other one high, like 5+ (or more!) with a low weight, like .05 or something. Remember the weights may add up to no more than 1. I assume the unused % of the weigh allows the seed to generate nuetrally with no application of either volatility..
-----------------------------------------------
[size="3"]<Terrain Mod - Bedrock Variables> [/size]
disableBedrock:false
Removes the bedrock form the bottom of the map.
flatBedrock:false
Turns the bedrock layer into a single, flat layer one block thick.
bedrockObsidian:false
Turns all bedrock into Obsidian
-----------------------------------------------
[size="3"] <Terrain Mod - Temporary Variables> [/size] disableNotchPonds:false
Setting it to true will remove those surface ponds of lava and water.
-----------------------------------------------
[size="3"] <Tree Mod - Tree Variables> [/size] customObjects:true
Use Bob objects during world generation
objectSpawnRatio:2
Untested. Not sure myself.
notchBiomeTrees:true
determines whether vanilla trees spawn or not.
globalTreeDensity:0
Sets the global, starting tree density for all biomes. Increasing the value increases the density of trees in all biomes.
rainforestTreeDensity:5
swamplandTreeDensity:0
seasonalforestTreeDensity:2
forestTreeDensity:5
savannaTreeDensity:0
shrublandTreeDensity:0
taigaTreeDensity:5
desertTreeDensity:-20
plainsTreeDensity:-20
iceDesertTreeDensity:-20
tundraTreeDensity:-20
Sets the tree density in each biome individually. Large negative values are used to prevent trees from spawning at all.
(untested that the variable range is between 1-8, with -20 guaranteeing no trees spawn.)
(untested; tree density rates are bypassed by the bob object placement of bob trees)
globalCactusDensity:0
desertCactusDensity:10
cactusDepositRarity:100
cactusDepositMinAltitude:0
cactusDepositMaxAltitude:128
These settings adjust the creation variables for cacti.
-----------------------------------------------
[size="3"]<Underground Lake Mod - Underground Lake Variables> [/size] undergroundLakes:false
Enables underground lakes.
undergroundLakesInAir:false
Allows underground lakes to spawn in the air.
undergroundLakeFrequency:2
undergroundLakeRarity:5
undergroundLakeMinSize:40
undergroundLakeMaxSize:60
undergroundLakeMinAltitude:0
undergroundLakeMaxAltitude:50
These settings adjust the creation variables for underground lakes.
I found that your bobv2 objects can only spawn on grass block, if you have any option selected other than grass then it will not spawn....
that probably says why the palm trees arent spawning, cuz it was also created to be spawned on sand block.
I simply opened it with BOB editor and unchecked the sand block and it started spawning.
Ah, that explains it! Ok just use grass/dirt tiles only for now. I'm pretty sure I know why this is happening but I can't get to it right now, maybe tomorrow/later tonight. :smile.gif:
Ah, that explains it! Ok just use grass/dirt tiles only for now. I'm pretty sure I know why this is happening but I can't get to it right now, maybe tomorrow/later tonight. :smile.gif:
All this bugslaying is getting me excited for the bukkit version.
Ah, that explains it! Ok just use grass/dirt tiles only for now. I'm pretty sure I know why this is happening but I can't get to it right now, maybe tomorrow/later tonight. :smile.gif:
hmmmmmm I think the only block that will work is grass, not even dirt.
What is the correct syntax for using a block ID?
<Replace Block Mod - Replace Variables>
removeSurfaceStone:false
replacesand:grass
replaceclay:sand
is
<Replace Block Mod - Replace Variables>
removeSurfaceStone:false
replace12:02
replace82:12
?
Ah, well I'm glad that its in mind. Upon checking the forum I expected dozens of 'plz update to 1.6.x' requests. I look forward to seeing the first Rift world I made ported over if that will work.
Telerian3
V
Better place to find KodachiZero's projects
That's the actual code. Mind you, when registered everything is made lower case, so it's irrelevant if it's "rain forest" or "Rain Forest." It just needs that space. It's a misspelling sure but the code should deal with it.
Oh, and that second part is the BOBject read section if you are wondering.
EDIT: Just a thought, does it work if you add a second biome?
Nearly correct. Cut off any leading "0" numbers and you are good. (ie not "replace12:02" but "replace12:2"
Hope that clarifies.
Yes sir. thank you very much =)
I get any .bo2 object with SpawnInBiome: All. But I don't get the rainforest tree, even when I add all the other biomes: "spawnInBiome=rain forest, taiga, swampland, seasonal forest, forest, savanna, scrubland, desert, plains, icedesert, tundra"
So it's not that I've got the biome wrong; even if it were not truly rainforest, it would have spawned due to one of the other options. I do get taiga-only and tundra-only .bob objects spawning in the correct biomes. Could it be something about the rainforest in particular, perhaps due to the space? Has anyone else gotten a rainforest-only .bob object to spawn?
The space probably is the issue. I'll change it to ".contains("rain")" and see what happens. Will release it this evening, got to run now.
Why don't ya take a few pictures and post that in the Code Sharing Thread? :wink.gif:
This is really all you need.. Why not save some screen space, you know?
Thanks for reading!
I haven't installed this mod yet, but from what it looks like it is perfectly awesome! I do have some questions before I decide to install it. Can it generate completely flat surface world with a normal below ground? I would still want forests and lakes(Perhaps I should have said completely flat save lakes..)And also doing this flat above ground could it still generate like normal minecraft generates below-ground(simply put I don't want tons of minerals, just normal spawn rate..)
Perhaps this is somewhere, I checked the wiki, and maybe I'm not reading between the lines enough but I am not sure whether this mod can accomplish what I want...I know there are flat lands out there but they dont have any "below ground" I'm not really looking for that...I hope I don't sound too noobish!
I found that your bobv2 objects can only spawn on grass block, if you have any option selected other than grass then it will not spawn....
that probably says why the palm trees arent spawning, cuz it was also created to be spawned on sand block.
I simply opened it with BOB editor and unchecked the sand block and it started spawning.
SteelCrow's guide to the PTM settings
-------------------------------------
This is my attempt to explain the settings ini file for the PTM (Pheonix Terrain Mod) which is the successor to Bucyruss' terrain mod.
This guide is accurate as far as I can tell and within my understanding of the settings. I am quite likely in error regarding some things. Feel free to correct me and let me know to update. However, be prepared to be required to provide examples and/or verifications.
It's the end of june 2011. The current version for which this guide is up to date for is minecraft v1.6.6 and The PTM (Pheonix Terrain Mod) is currently on SSP Release 1.5 (Bugfix 11) and SMP Release 1.5 (Bugfix 10).
Much of this information can be found elsewhere but this should bring it all together.
That said, lets begin.
A quick note about seeds. The seed you use still plays an important part in what your world is like. The settings affect how the seed gets implemented, they do not override or replace the seed. You should generate several worlds with different seeds before deciding whether a set of settings is whast you were trying for or not.
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[size="2"]<Biome Mod - All Biome Variables> [/size]
These set the global environmental conditions. Currently they only affect the generation of the world and biomes therein, not the designation overlay that MC uses for weather etc.
biomeSize:1.5
Modifies the size of biomes. Larger values generate larger biomes.
"This settings affects the average dimension of biomes on a linear scale, so every doubling of this value will quadruple the area of biomes."
Think of it as sort of a radius multiplier. Setting it to 5 is a huge biome, it'll be a long ways before it changes. 2 to 3 is decent. 100 should be thousands of meters across, maybe tens of thousands.
The initial 1.5 setting is the normal vanilla biome size setting. Remember that this is a multiplier of the variable sized vanilla biomes.
minMoisture:0.0
maxMoisture:1.0
Sets the minimum and maximum moisture of the world
Moisture is a percentage. 1.0 = 100%
Setting both to the same number or small range will limit the range of biomes generated. (see biome chart) Used to generate only certain biomes types or to exclude biome types by setting the ranges appropriatly when used in conjunction with the tempurature settings
minTemperature:0.0
maxTemperature:1.0
Sets the minimum and maximum temperature of the world.
Again a percentage expressed as 1.0 = max temp.
Used the same way as the moisture settings.
[size="3"] The tempurture vs moisture biome diagram:
http://i.imgur.com/RgidT.jpg [/size]
snowThreshold:0.5
iceThreshold:0.5
Those are the default settings. Settings range is -1 to +1. smaller (and neg) numbers mean less chance of snow and ice, higher means greater chance.
I don't know how accurate this is given that Notch played with the snow and ice regeneration part of the algorithm. Before 1.6.6 the ice wouldn't regenerate, now it will. This may now only set the INITIAL conditions and nothing more. I haven't had the chance to test it yet.
There is also a sort of biome overlay in MC that PTM attempts to adapt. Untested at this time.
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[size="3"]<Biome Mod - Swamp Biome Variables>[/size]
muddySwamps:false
claySwamps:false
swampSize:2
Places a strip of mud or clay (size is dependent on the swampSize setting number) around the edge and below surface water. This will only occur in swampland biomes. The muddySwamp setting takes priority over the claySwamps setting.
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[size="3"]<Biome Mod - Desert Biome Variables> [/size]
waterlessDeserts:false
Will remove all water from desert and ice desert biomes.
If you set your temperature and moisture settings to generate a desert world, making waterlessDeserts:true will result in the only surface water being in notch ponds. Setting notch ponds to false will result in the only water being in underground lakes and streams.
removeSurfaceDirtFromDesert:false
Will remove all dirt from the surface of deserts. This setting was introduced because changing some terrain generation settings will cause dirt to erroneously appear on the surface of desert biomes.
desertDirt:false
Will turn on the ability to let dirt appear on the surface. This setting occurs after removeSurfaceDirtFromDesert so turning both on will cause dirt to appear in your desert biomes.
desertDirtFrequency:0
Sets the frequency at which dirt will appear in the desert. The setting corresponds to the average number of chunks before a dirt block will appear. Example: setting desertDirtFrequency:100 means that, on average, you will encounter one dirt block every 100 chunks in the game.
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[size="3"]<Cave Mod - Cave Variables> [/size]
caveRarity:7
This controls the odds that a given chunk will host a single cave and/or the start of a cave system.
caveFrequency:40
The number of times the cave generation algorithm will attempt to create single caves and cave systems in the given chunk. This value is larger because the likelihood for the cave generation algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower random numbers. With an input of 40 (default) the randomizer will result in an average random result of 5 to 6. This can be turned off by setting the "even cave distribution" setting (below) to true.
evenCaveDistribution:false
Setting this to true will turn off the randomizer for cave frequency (above). Do note that if you turn this on you will probably want to adjust the cave frequency down to avoid long load times at world creation.
caveMinAltitude:8
caveMaxAltitude:128
Sets the minimum and maximum altitudes at which caves will be generated. These values are used in a randomizer that trends towards lower numbers so that caves become more frequent the closer you get to the bottom of the map. Setting even cave distribution (above) to true will turn off this randomizer and use a flat random number generator that will create an even density of caves at all altitudes.
individualCaveRarity:25
The odds that the cave generation algorithm will generate a single cavern without an accompanying cave system. Note that whenever the algorithm generates an individual cave it will also attempt to generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system will actually be created).
caveSystemFrequency:1
The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of the cave generation algorithm (see cave frequency setting above). Note that setting this value too high with an accompanying high cave frequency value can cause extremely long world generation time.
caveSystemPocketChance:0
This can be set to create an additional chance that a cave system pocket (a higher than normal density of cave systems) being started in a given chunk. Normally, a cave pocket will only be attempted if an individual cave is generated, but this will allow more cave pockets to be generated in addition to the individual cave trigger.
caveSystemPocketMinSize:0
caveSystemPocketMaxSize:4
The minimum and maximum size that a cave system pocket can be. This modifies/overrides the cave system frequency setting (above) when triggered.
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[size="3"]<Cave Mod - Dungeon Variables> [/size]
dungeonRarity:100
dungeonFrequency:8
dungeonMinAltitude:0
dungeonMaxAltitude:128
Frequency is the number of times, per chunk, that the game will try to make a placement.
Rarity is the odds (out of 100) that the game will actually make each placement.
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[size="3"]<Cave Mod - Lava Pool Variables>[/size]
lavaLevelMin:0
lavaLevelMax:10
The levels at which any caves are filled with lava (initialy the bottom 10 layers near bedrock)
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<Deposit Mod - Above Ground Variables> [/size]
flowerDepositRarity:100
flowerDepositFrequency:2
flowerDepositMinAltitude:0
flowerDepositMaxAltitude:128
roseDepositRarity:50
roseDepositFrequency:1
roseDepositMinAltitude:0
roseDepositMaxAltitude:128
brownMushroomDepositRarity:25
brownMushroomDepositFrequency:1
brownMushroomDepositMinAltitude:0
brownMushroomDepositMaxAltitude:128
redMushroomDepositRarity:13
redMushroomDepositFrequency:1
redMushroomDepositMinAltitude:0
redMushroomDepositMaxAltitude:128
reedDepositRarity:100
reedDepositFrequency:10
reedDepositMinAltitude:0
reedDepositMaxAltitude:128
pumpkinDepositRarity:3
pumpkinDepositFrequency:1
pumpkinDepositMinAltitude:0
pumpkinDepositMaxAltitude:128
Pretty self-explanitory.
Frequency is the number of times, per chunk, that the game will try to make a placement.
Rarity is the odds (out of 100) that the game will actually make each placement.
The above settings mean that yellow flowers will occur twice per chunk. (2x100%)
Roses will show up on average once per two chunks (1x50%)
Brown mushrooms once per four chunks (1x25%)
Red mushrooms about once every seven chunks (1x13%)
Reeds, ten per chunk (10x100%)
Pumpkins, once per thirty-three chunks. (1x3%)
Remember that the spawn requirements must also be met. So if there's no dirt next to water the reeds will not spawn all 10, only what can.
Pumpkin settings are for a pumpkin patch (So I believe, haven't tested).
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[size="3"]<Deposit Mod - Above/Below Ground Variables> [/size]
evenWaterSourceDistribution:false
evenLavaSourceDistribution:false
Changes the water source spawning algorithm to a flat distribution. Normally, water sources are distributed with a higher frequency toward the bottom of the map.
waterSourceDepositRarity:100
waterSourceDepositFrequency:50
waterSourceDepositMinAltitude:8
waterSourceDepositMaxAltitude:128
lavaSourceDepositRarity:100
lavaSourceDepositFrequency:20
lavaSourceDepositMinAltitude:8
lavaSourceDepositMaxAltitude:128
Water and lava sources are the single source blocks that create waterfalls and lavafalls, both above and below ground.
The numbers seem high to me, but I think there are spawn conditions that result in the majority of the placement attempts being aborted. I've never seen a single water source placed in a cave ceiling or be buried in a wall. I assume then that they need to have the placement location open on one side with a minimum volume of air to spawn. So while the above settings seem like waterfalls will happen fifty times per chunk (50x100%) they actually occur far less frequently.
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[size="3"]<Deposit Mod - Below Ground Variables>[/size]
These 'ore' deposit settings are all alike and will be explained together. The initial settings are the vanilla MC settings.
dirtDeposit1
gravelDeposit1
clayDepositRarity1
coalDepositRarity1
ironDepositRarity1
goldDepositRarity1
redstoneDepositRarity1
diamondDepositRarity1
lapislazuliDepositRarity1:100
lapislazuliDepositFrequency1:1
lapislazuliDepositSize1:7
lapislazuliDepositMinAltitude1:0
lapislazuliDepositMaxAltitude1:16
"Frequency is the number of times, per chunk, that the game will try to make a deposit.
Rarity is the odds (out of 100) that the game will actually make a deposit."
Using the Lapis as an example; What it means is that the world generator is always going to try to place one deposit of lapis per chunk (DepositFrequency). Each try has 100% chance of happening (DepositRarity). And that placement will be from 1 to 7 blocks of Lapis (DepositSize).
So in a single chunk these settings can spawn anywhere from 1 to 7 blocks of Lapis.
If the Deposit Frequency was changed to 5, it could spawn anywhere from 5 to 35 blocks of Lapis. This is PER CHUNK. 35 Lapis in a single chunk is one lapis in every 5x5x5 block in the 16 layers available with these settings. And it will occur like that in each and every chunk in the world. There would be far more lapis around than you would ever be likely to use.
I personally don't like simply increasing these settings as it makes the survival game far too easy. However coupled with the additional three sets of settings for each ore can make for interesting distribution patterns.
lapislazuliDepositRarity1:100
...
lapislazuliDepositRarity2:0
...
lapislazuliDepositRarity3:0
...
lapislazuliDepositRarity4:0
...
There are four deposit setting per ore. What this allows [with a little creativity] is multiple variations in the sizes and locations of ores.
----
For example;
These two settings will produce iron as normal, plus because of the use of the rarity2 (etc) settings, it will once per 100 chunks (on average) produce an additional iron deposit of between 1 to 30 blocks. A 'vein' of iron ore per se., deep down.
----
Another example;
These will produce some unusual effects.
Set one will produce the usual vanilla distribution of gold. There will always be two deposits of 1-8 gold per chunk.
Set two will deposit a single grouping of 1-16 gold just below sea level, but only once in every 20 chunks. It's likely that some of it will be replaced with ocean so you'll often find these lying in the deeper areas of water, when you don't find them in caves or solid rock. Keep in mind that if you drop your sea level they can be exposed on the surface.
Set three will usually, but not always manage to deposit a regular sized deposit of gold high up on mountains. There has to be a mountain high enough there for this to happen. But if there is this set will probably place one there.
Set four will produce an 'gold ore rich' layer across the entire world (as each setting affects every chunk in the world) it'll place 1-2 gold in the two layers allowed about 5 times per chunk. a single 16x16 layer is 256 blocks in total. So it'll be 1-20 gold in that layer. But it'll be wherever there is stone crossing those layers.
Because all four different settings were used all four will occur together. Keep that in mind as these four together will produce anywhere from 10-60 gold per chunk. In vanilla there is usually only 2-16. So using all four together can lead to excessive amounts of ores.
A word of caution. When determining deposit sizes remember to leave room for everything else. Stone, dirt, sand, water, the other deposits, etc. It's easy to go overboard with random settings and overload the chunks. You can essentially overwork and freeze the program with too many deposits and a lot of large deposits as it'll try to fit it all into the single chunk.
Making ten deposits of 200 blocks of ore per chunk can fill about 15 layers of each and every chunk with that ore.
Also a lot of deposits attempts will most certainly slow down chunk generation. Expect a great deal of lag and crashes may occur if you set these excessively.
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[size="3"]<Deposit Mod - Hell Variables>[/size]
evenFireHellDepositDistribution:false
evenLightstoneHellDepositDistribution:false
Untested assumption is these spread the occurances out move evenly from top to bottom of the chunks. Again there's an assumption of spawning conditions to be met.
lavaSourceHellDepositRarity:100
lavaSourceHellDepositFrequency:8
lavaSourceHellDepositMinAltitude:4
lavaSourceHellDepositMaxAltitude:124
Lava falls, not the lakes. Seem to have spawn conditions similar to the normal world.
fireHellDepositRarity:100
fireHellDepositFrequency:10
fireHellDepositMinAltitude:4
fireHellDepositMaxAltitude:124
These are the flaming netherrack blocks.
lightstoneHellDepositRarity1:100
lightstoneHellDepositFrequency1:10
lightstoneHellDepositMinAltitude1:4
lightstoneHellDepositMaxAltitude1:124
lightstoneHellDepositRarity2:100
lightstoneHellDepositFrequency2:10
lightstoneHellDepositMinAltitude2:0
lightstoneHellDepositMaxAltitude2:128
brownMushroomHellDepositRarity:100
brownMushroomHellDepositFrequency:1
brownMushroomHellDepositMinAltitude:0
brownMushroomHellDepositMaxAltitude:128
redMushroomHellDepositRarity:100
redMushroomHellDepositFrequency:1
redMushroomHellDepositMinAltitude:0
redMushroomHellDepositMaxAltitude:128
Self-explanatory.
-----------------------------------------------
[size="3"]<Replace Block Mod - Replace Variables> [/size]
removeSurfaceStone:false
Attempts to replace all surface stone with its nearest non-stone neighbor block type (dirt, grass, sand, gravel, or clay). If it cannot find a suitable neighbor block to duplicate, then it will default to Sand in Desert biome types and Grass in all others.
Also here is the Replace command option. 'Replace' tells the worldgen to place a block of a certain type instead of the one listed
For example;
replaceSand:dirt will replace all sand in the world with dirt. Apparently it was incomplete. Untested. Originally it was only terrain type blocks (no ores, plants, etc)
Has been altered. Should accept blockIDs also/or instead of names.
is
You can have as many as you want.
I assume first listed is first changed. So;
will result in water first being changed to lava and then again to sand. But all lava will become sand in the second replacement.
Also;
will not switch sand and dirt but result in all sand ending up as dirt. and all dirt becoming sand then dirt again.
In order to switch the two you would need to shunt the dirt to a third block type, and then switch that third type after the second replace. For example;
will result in a switching of dirt and sand, but unfortunatly the elimination of all lapis. Try to use a defunct block or one you don't need for the third type. Sponge if it works doesnt occur naturally. Using cobblestone will work but result in abnormal dungeon walls.
-----------------------------------------------
[size="3"]<Terrain Mod - Terrain Variables> [/size]
waterLevel:64
Sets the water level of the world. Also depends on there being water to lower. See the moisture settings.
maxAverageHeight:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
This is supposed to control height of the land. Has been 'broken' in the past. A high number will give you very sharp cliffs and high plateaus. It's easy to have the land end up at the max height level by accident. Experiment in small increments. Also it's dependant on the world seed used.
maxAverageDepth:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
May be 'broken'. Seems to control the underwater slope/roundness to the bottom of the oceans. A high number will result in sudden sharp plunges to max depth. (good for underwater worlds) High numbers will effectively remove all beaches and shoals.
Be aware this can affect 'valleys' as well. It may in some circumstances raise land if negative.
fractureHorizontal:0.0
Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
Think of this as how often a horizontal line is fractured. That's not accurate as far as what is happening but it does let you grasp the nature of what this does. The higher the number the more fractures. Think of it as continents being smashed into smaller bits. Increase for archipelagos decrease for continents. (not accurate, but allows you to grasp the general function)
Negative fractureHorizontal should stretch out terrain features and make for smoother, flatter terrain.
fractureVertical:0.0
Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically. Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
This controls how often the vertical 'line' fractures. As the vertical height limits the number of visible fractures this setting doesn't always seem to effect much change. This is the setting that will give you plateaus and floating islands and the overhangs, undercuts and arches. A setting about 5 should get you floating islands.
Negative fractureVertical values should smooth out terrain features such as the sides of things like hills and cliffs.
Can sometimes create lag when it generates a massive underground vault near bedrock. Especially with large cave complexes.
Fracture is applied near the begining of the terrain generation and affects the basic shape and nature of the land.
volatility1:0.0
volatility2:0.0
Hard to explain, but think of these as terrain chaos settings. The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Another way to think of them is the amount of noise added to the general terrain shape.
volatilityWeight1:0.5
volatilityWeight2:0.45
Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. Values should be between 0 and 1 and sum to some number equal to or less than 1. An example would be to set volatility1 to something high and volatility2 to some negative number. Then adjust volatilityWeight1 to a small number (say 0.1) and volatilityWeight2 to a larger number (0.85). This should result is mostly calm/flat landscape with the occasional chunk of terrain floating or jutting into the air.
Volatility is applied near the end of the terrain generation and essentially affects the roughness of the base terrain.
If you want flat land with rare but violent cliffs, you would have low horizontal fracture, and one volatility at 0 and the other one high, like 5+ (or more!) with a low weight, like .05 or something. Remember the weights may add up to no more than 1. I assume the unused % of the weigh allows the seed to generate nuetrally with no application of either volatility..
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[size="3"]<Terrain Mod - Bedrock Variables> [/size]
disableBedrock:false
Removes the bedrock form the bottom of the map.
flatBedrock:false
Turns the bedrock layer into a single, flat layer one block thick.
bedrockObsidian:false
Turns all bedrock into Obsidian
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[size="3"] <Terrain Mod - Temporary Variables> [/size]
disableNotchPonds:false
Setting it to true will remove those surface ponds of lava and water.
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[size="3"] <Tree Mod - Tree Variables> [/size]
customObjects:true
Use Bob objects during world generation
objectSpawnRatio:2
Untested. Not sure myself.
notchBiomeTrees:true
determines whether vanilla trees spawn or not.
globalTreeDensity:0
Sets the global, starting tree density for all biomes. Increasing the value increases the density of trees in all biomes.
rainforestTreeDensity:5
swamplandTreeDensity:0
seasonalforestTreeDensity:2
forestTreeDensity:5
savannaTreeDensity:0
shrublandTreeDensity:0
taigaTreeDensity:5
desertTreeDensity:-20
plainsTreeDensity:-20
iceDesertTreeDensity:-20
tundraTreeDensity:-20
Sets the tree density in each biome individually. Large negative values are used to prevent trees from spawning at all.
(untested that the variable range is between 1-8, with -20 guaranteeing no trees spawn.)
(untested; tree density rates are bypassed by the bob object placement of bob trees)
globalCactusDensity:0
desertCactusDensity:10
cactusDepositRarity:100
cactusDepositMinAltitude:0
cactusDepositMaxAltitude:128
These settings adjust the creation variables for cacti.
-----------------------------------------------
[size="3"]<Underground Lake Mod - Underground Lake Variables> [/size]
undergroundLakes:false
Enables underground lakes.
undergroundLakesInAir:false
Allows underground lakes to spawn in the air.
undergroundLakeFrequency:2
undergroundLakeRarity:5
undergroundLakeMinSize:40
undergroundLakeMaxSize:60
undergroundLakeMinAltitude:0
undergroundLakeMaxAltitude:50
These settings adjust the creation variables for underground lakes.
=====================================================
If you have any corrections or additional data, please post it in the PTM thread.
Also When commenting please do not quote the entire guide. Just the relevant parts.
Ah, that explains it! Ok just use grass/dirt tiles only for now. I'm pretty sure I know why this is happening but I can't get to it right now, maybe tomorrow/later tonight. :smile.gif:
All this bugslaying is getting me excited for the bukkit version.
hmmmmmm I think the only block that will work is grass, not even dirt.
anyway looks good, so i'm downloading it