Skip to content
rutgerkok edited this page Oct 28, 2012 · 3 revisions

In the BiomeConfigs there are some settings which control the height and shape of your biomes. Not every setting has been thorougly described yet, so if you have found some more information, please add it here.

Jump to

##BiomeHeight Back to top

The height of the biome. 0.0 is half of map height. Doesn't work when ModeTerrain in the WorldConfig is set to OldGenerator.

Comparing...

-2.0 is currently (checked in 2.1.8 & 2.2.5) bugged; no landmass generates:

Biome Height Bug

Conversion table between the actual height and the BiomeHeight (because worlds are never completely flat, you may see some differences):

BiomeHeight WorldHeightBits:7 WorldHeightBits:8
-4 0 0
-3.5 7 10
-3 16 28
-2.5 24 45
-2 Error Error
-1.99 32 60
-1.5 40 78
-1 48 95
-0.5 57 111
0 67 128
0.5 76 144
1 85 156
1.5 94 173
2 102 190
2.5 111 207
3 119 223
3.5 128 240
4 128 255

##BiomeVolatility Back to top

How hilly the biome is. Doesn't work when ModeTerrain in the WorldConfig is set to OldGenerator.

##MaxAverageHeight Back to top

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.

##MaxAverageDepth Back to top

If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the bottom 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.

##Volatility1 and Volatility2 Back to top

Another type of noise. This noise has a different weight in differnt places in the biome. That means that if you set to 1.0 there will be some flat areas and there will be some hilly areas.

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.

##VolatilityWeight1 and VolatilityWeight2 Back to top

Adjusts 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.

##DisableBiomeHeight Back to top

Disables default block chance from height: normally lower areas are filled with stone and higher areas are air. If you set this to true, you will get a Nether/Skylands-like world (depending on the values used in CustomHeightControl).

##CustomHeightControl Back to top

List of custom height factors, 17 double entries, each entire control of about 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller. You can for example make underground caves or floating islands with this.

Values which affect your configuration can only be found by experimenting. Values may be very high or very low, like ~3000.0 depends from height

Example:

CustomHeightControl:0.0,-2500.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0

Makes empty layer above bedrock layer. Looks like an underground cave.

You can also create skylands with this if you set first 8 values to something near -2500.0.