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customization.yml
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biomeSpread:
# Basic size of biomes (distance between 2 biome centers)
# Increase to make biomes bigger
cellDistance: 370
# how far biome centers can vary away from their centers
# Increase to make biome sizes vary more (scale 0-1)
cellJitter: 0.5
# Frequency of rivers. Increase to make rivers closer together and smaller, decrease for bigger, more spaced out rivers
riverScale: 0.0013
# applies to biomes with borders, controls the ratio of inner/outer biomes
borderBiomes:
edgeThreshold: 0.8
# sink holes have a chance to generate in the world. They go down to -50 and generate a smaller biome there. Placed anywhere over other biomes
sinkHoles:
stretchFactor: 2.5 # Length-width ratio of the sinkholes. Increase for more stretched/longer sinkholes
angle: 0.435 # Angle in which they are spawned. In radians (0.425 = 25 Degrees)
size: 0.83 # Sizing of the invidial sinkholes. Inversed, increase to make them smaller. Scale 0-1
borderSize: 0.02 # Size of the border biome around the sinkhole
frequency: 0.0025 # frequency of sinkhole placement. Increase for more smaller sinkholes, decrease for fewer, but larger ones
# the below values are only partially used and will be removed/moved at some point in the future
global-scale: 1
# Modifies the scale of all biome distribution, you can use this parameter
# to if you want just about every biome to be larger or smaller.
# By doubling the scale, you double the length & width of everything,
# e.g. if you have a biome that is 300 blocks wide with a scale of 1, and
# increase that scale to 2, that biome will generate 600 blocks wide.
# Default: 1
# ---
# Terrain
# ---
terrain-base-y-level: 65
# Default: 65
terrain-height: 100
# Default: 230
terrain-ocean-base-y-level: 60
# Default 60
terrain-ocean-depth: 100
# Default: 100
# ---
# Spawn Island
# ---
spawn-island-origin-x: 0
# Default: 0
spawn-island-origin-z: 0
# Default: 0
spawn-island-radius-inner: 20
# Radius from origin where continental value is set to 1, i.e inland.
# Default: 20
spawn-island-radius-middle: 125
# Radius from origin where continental value is set to 0, i.e where the coast is.
# Default: 125
spawn-island-radius-outer: 400
# Radius from origin where continental value is set to -1, i.e deep ocean.
# Default: 400
spawn-island-elevation-scale: 0.3
# Scales elevation within the spawn island. E.g 0.3 means elevation is set to 30%
# within the spawn island.
# Default: 0.3
# ---
# Continental
# ---
continental-scale: 0.8
# Controls the scale of land / coastal / oceanic distribution. Increasing
# this produces larger landmasses and larger oceans, and vice-versa when
# decreasing it.
# Default: 1
continental-offset: 0.2
# Default: 0.2
continental-coast-width: 30
# Default: 30
continental-coast-threshold: 0.05
# Default: 0.05
# ---
# Elevation
# ---
elevation-scale: 1
# Controls the scale of the elevation noise map. A larger scale results in larger distances
# between aspects like mountain ranges and flat areas. If you want more gradual changes in
# elevation, you can increase this. Conversely, if you want more sudden changes in elevation,
# you can decrease this.
# Note - This does not affect how tall the terrain is in individual biomes, for that you
# can check out the parameters under the 'Terrain' section.
# Default: 1
elevation-highlands-threshold: 0.4
# Default: 0.4
elevation-flatlands-threshold: 0.1
# Default: 0.1
# ---
# Temperature
# ---
temperature-scale: 0.6
# Controls the scale of temperature zones. Most biomes are placed according to
# a temperature map so hot biomes can't generate next to cold biomes, as well as
# allowing for biomes of similar temperatures to generate together. Increasing this
# will increase the distance between temperature changes, which results in things like
# hot and cold biomes generating further apart - and vice versa when decreasing it.
# Default: 1
temperature-offset: 0
# Offsets how hot / cold temperature is
# Default: 0
temperature-spread: 1
# How spread out the temperature difference is
# Default: 1
temperature-altitude-lapse-rate: 1.3
# How fast temperature drops with altitude
# Default: 1.3
temperature-altitude-lapse-start: 0.2
# The altitude temperature should begin to drop at
# Default: 0.2
# ---
# Precipitation
# ---
precipitation-scale: 1
# Controls the scale of precipitation zones. Same idea as temperature zones, where
# humid biomes generate away from arid biomes, and biomes of similar precipitation
# generate together.
# Default: 1
precipitation-offset: 0
# Default 0
precipitation-spread: 1
# Default: 1
precipitation-ocean-threshold: -1
# Default -1
precipitation-land-threshold: 0.4
# Default: 0.4
# ---
# Variation
# ---
variation-scale: 1
# Controls scale of biome variations within each climate zone.
# Decreasing this will result in more smaller biomes to generate in any given
# climate, while increasing it will result in larger climate variations.
# Default: 1
# ---
# Caves
# ---
cave-biome-scale: 1
# Controls the scale of the placement of cave biomes, larger scale = bigger areas of
# any given cave biome, smaller scale = smaller cave biomes.
# Default: 1
# ---
# Oceans
# ---
ocean-deep-threshold: -0.8
# Elevation at which deep oceans are placed. Higher number = larger area of deep ocean
# and vice versa.
# Default: -0.8
# ---
# Rivers
# ---
river-spread-scale: 1
# Controls how far / close apart rivers generally are, larger scale = further apart
# rivers, smaller scale = closer packed together rivers.
# Default: 1
river-max-width: 20
# Controls in blocks how wide rivers can get.
# Default: 20
# ---
# Spot Biomes
# ---
# Spot biomes are special circular biomes scattered around the world.
# Examples include volcanoes, prismatic springs, and crater lakes
spot-spread: 2000
# Roughly how many blocks apart each spot biome will be
# Default: 2000
spot-radius-min: 50
# Default: 50
spot-radius-max: 300
# Default: 300