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2 Commits

Author SHA1 Message Date
bf33b18349 Changed MineColonies settings 2024-08-19 10:15:35 -04:00
b14a2d6396 MineColonies 1.20.1 added 2024-08-19 10:14:15 -04:00
1076 changed files with 765981 additions and 0 deletions

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@ -1,5 +1,6 @@
services: services:
mc: mc:
container_name: minecraft-minecolonies-1.20.1
image: itzg/minecraft-server image: itzg/minecraft-server
tty: true tty: true
stdin_open: true stdin_open: true
@ -11,6 +12,10 @@ services:
- EULA=TRUE - EULA=TRUE
- TYPE=FORGE - TYPE=FORGE
- DEBUG=true - DEBUG=true
- SEED=-6964355616292478381
- VIEW_DISTANCE=20
- OPS=cephi
volumes: volumes:
- ./data:/data - ./data:/data
- ./config:/config - ./config:/config

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{"@type":"me.itzg.helpers.forge.ForgeManifest","timestamp":"2024-08-19T14:09:22.721469992Z","files":null,"minecraftVersion":"1.20.1","forgeVersion":"47.3.0","serverEntry":"run.sh"}

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password=6b18d2a36bcfaea9b8954890

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password: "6b18d2a36bcfaea9b8954890"

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SERVER="run.sh"
FAMILY="FORGE"
VERSION="1.20.1"
TYPE="FORGE"

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[]

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[]

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[Deposits]
#Size multiplier to be applied to all deposits
#Range: 0.0 ~ 10.0
globalSizeMultiplier = 1.0
#Spawn rate multiplier to be applied to all deposits
#Range: 0.0 ~ 10.0
globalSpawnRateMultiplier = 1.0
[Veins]
#Disables all large ore veins generated by the vanilla noise generator
disableVanillaLargeVeins = false
[Indicators]
#Enables/disables all above-ground indicators
enabled = true
#If enabled and the dimension has a ceiling (e.g. the Nether), the indicators will only spawn on the top surface of the ceiling
alwaysOnCeiling = false

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/aluminum
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1132]
I:rarity=1132
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: 16]
I:min=16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:moonstone_glowrose, 3
botania:light_gray_mystical_flower, 3
minecraft:lily_of_the_valley, 3
silentgems:onyx_glowrose, 6
botania:gray_mystical_flower, 6
minecraft:azure_bluet, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/amethyst
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3360]
I:rarity=3360
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: 4]
I:min=4
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:amethyst_glowrose, 3
botania:purple_mystical_flower, 3
minecraft:pink_tulip, 3
silentgems:amethyst_glowrose, 6
botania:purple_mystical_flower, 6
minecraft:pink_tulip, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
ancient_debris
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1800]
I:rarity=1800
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 118]
I:max=118
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: false]
B:exposed=false
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 500]
I:max=500
# [range: 1 ~ 256000, default: 250]
I:min=250
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
minecraft:brown_mushroom, 3
minecraft:brown_mushroom, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_coal_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
coal_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 816]
I:rarity=816
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 80]
I:max=80
# [range: -2147483648 ~ 2147483647, default: 0]
I:min=0
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1800]
I:max=1800
# [range: 1 ~ 256000, default: 900]
I:min=900
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:black_diamond_glowrose, 3
botania:black_mystical_flower, 3
minecraft:large_fern, 3
silentgems:black_diamond_glowrose, 6
botania:black_mystical_flower, 6
minecraft:large_fern, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/cobalt
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3094]
I:rarity=3094
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: 16]
I:min=16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:benitoite_glowrose, 3
botania:blue_mystical_flower, 3
minecraft:cornflower, 3
silentgems:moonstone_glowrose, 6
botania:light_gray_mystical_flower, 6
minecraft:lily_of_the_valley, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_copper_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
copper_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1452]
I:rarity=1452
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: -16]
I:min=-16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:spinel_glowrose, 3
botania:orange_mystical_flower, 3
minecraft:orange_tulip, 3
silentgems:moonstone_glowrose, 6
botania:light_gray_mystical_flower, 6
minecraft:lily_of_the_valley, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_diamond_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
diamond_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 4200]
I:rarity=4200
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:fluorite_glowrose, 3
botania:cyan_mystical_flower, 3
minecraft:blue_orchid, 3
silentgems:fluorite_glowrose, 6
botania:cyan_mystical_flower, 6
minecraft:blue_orchid, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_emerald_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
emerald_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 4480]
I:rarity=4480
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: -16]
I:min=-16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:phosphophyllite_glowrose, 3
botania:lime_mystical_flower, 3
minecraft:white_tulip, 3
silentgems:phosphophyllite_glowrose, 6
botania:lime_mystical_flower, 6
minecraft:white_tulip, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
adpother:carbon:[density=heavy], 50
adpother:sulfur:[density=heavy], 1
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1000]
I:rarity=1000
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
air:*
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: 4]
I:min=4
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: false]
B:exposed=false
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 500]
I:max=500
# [range: 1 ~ 256000, default: 50]
I:min=50
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_gold_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
gold_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3256]
I:rarity=3256
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:jasper_glowrose, 3
botania:orange_mystical_flower, 3
minecraft:dandelion, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/iridium
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3547]
I:rarity=3547
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:zircon_glowrose, 3
botania:yellow_mystical_flower, 3
minecraft:oxeye_daisy, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_iron_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
iron_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1020]
I:rarity=1020
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:citrine_glowrose, 3
botania:brown_mystical_flower, 3
minecraft:orange_tulip, 3
silentgems:onyx_glowrose, 6
botania:gray_mystical_flower, 6
minecraft:azure_bluet, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_lapis_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
lapis_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3640]
I:rarity=3640
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: -32]
I:min=-32
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:benitoite_glowrose, 3
botania:blue_mystical_flower, 3
minecraft:cornflower, 3
silentgems:benitoite_glowrose, 6
botania:blue_mystical_flower, 6
minecraft:cornflower, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/lead
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1140]
I:rarity=1140
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: 16]
I:min=16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:onyx_glowrose, 3
botania:gray_mystical_flower, 3
minecraft:azure_bluet, 3
silentgems:onyx_glowrose, 6
botania:gray_mystical_flower, 6
minecraft:azure_bluet, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
nether_gold_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 600]
I:rarity=600
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 118]
I:max=118
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
nether_quartz_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 400]
I:rarity=400
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 118]
I:max=118
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/nickel
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1892]
I:rarity=1892
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: 16]
I:min=16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:opal_glowrose, 3
botania:white_mystical_flower, 3
minecraft:lily_of_the_valley, 3
silentgems:moonstone_glowrose, 6
botania:light_gray_mystical_flower, 6
minecraft:lily_of_the_valley, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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@ -0,0 +1,164 @@
# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/osmium
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1829]
I:rarity=1829
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:euclause_glowrose, 3
botania:light_blue_mystical_flower, 3
minecraft:blue_orchid, 3
silentgems:moonstone_glowrose, 6
botania:light_gray_mystical_flower, 6
minecraft:lily_of_the_valley, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/palladium
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3383]
I:rarity=3383
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:opal_glowrose, 3
botania:white_mystical_flower, 3
minecraft:white_tulip, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/platinum
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 2613]
I:rarity=2613
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:opal_glowrose, 3
botania:light_gray_mystical_flower, 3
minecraft:lily_of_the_valley, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_redstone_ore
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
redstone_ore
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3080]
I:rarity=3080
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: -32]
I:min=-32
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:carnelian_glowrose, 3
botania:red_mystical_flower, 3
minecraft:poppy, 3
silentgems:carnelian_glowrose, 6
botania:red_mystical_flower, 6
minecraft:poppy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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@ -0,0 +1,164 @@
# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/rhodium
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 6287]
I:rarity=6287
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:opal_glowrose, 3
botania:white_mystical_flower, 3
minecraft:white_tulip, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/ruby
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3920]
I:rarity=3920
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: 4]
I:min=4
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:ruby_glowrose, 3
botania:red_mystical_flower, 3
minecraft:red_tulip, 3
silentgems:ruby_glowrose, 6
botania:red_mystical_flower, 6
minecraft:red_tulip, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/ruthenium
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1619]
I:rarity=1619
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:moonstone_glowrose, 3
botania:light_gray_mystical_flower, 3
minecraft:lily_of_the_valley, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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@ -0,0 +1,164 @@
# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/sapphire
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3640]
I:rarity=3640
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: 4]
I:min=4
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:sapphire_glowrose, 3
botania:blue_mystical_flower, 3
minecraft:cornflower, 3
silentgems:sapphire_glowrose, 6
botania:blue_mystical_flower, 6
minecraft:cornflower, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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@ -0,0 +1,164 @@
# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/silver
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1224]
I:rarity=1224
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:moonstone_glowrose, 3
botania:gray_mystical_flower, 3
minecraft:azure_bluet, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/tin
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 2496]
I:rarity=2496
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: 16]
I:min=16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:zircon_glowrose, 3
botania:yellow_mystical_flower, 3
minecraft:oxeye_daisy, 3
silentgems:moonstone_glowrose, 6
botania:light_gray_mystical_flower, 6
minecraft:lily_of_the_valley, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/topaz
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 4200]
I:rarity=4200
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: 4]
I:min=4
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 600]
I:max=600
# [range: 1 ~ 256000, default: 300]
I:min=300
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:topaz_glowrose, 3
botania:orange_mystical_flower, 3
minecraft:orange_tulip, 3
silentgems:topaz_glowrose, 6
botania:orange_mystical_flower, 6
minecraft:orange_tulip, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/uranium
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 3600]
I:rarity=3600
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1000]
I:max=1000
# [range: 1 ~ 256000, default: 500]
I:min=500
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:malachite_glowrose, 3
botania:lime_mystical_flower, 3
minecraft:lily_of_the_valley, 3
silentgems:opal_glowrose, 6
botania:white_mystical_flower, 6
minecraft:oxeye_daisy, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
Config {
# If set to False, parameters from this config will not be used. [default: true]
B:enabled=true
}
Deposit {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# List of ores and their weights for this deposit.
# Syntax: oreId [, weight]
#
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
#
# Weight is used to define the proportions of the ores.
# For example, the definition:
# #forge:ores/gold, 1
# #forge:ores/iron, 5
# means that gold and iron will be in the proportion 1 to 5.
#
S:ores <
#forge:ores/zinc
>
# Rarity (in chunks) of this deposit.
# The higher the value, the rarer the deposit will be.
# Example: a value of 1000 means that the deposit will be generated once every 1000 chunks.
# [range: 0 ~ 256000, default: 1206]
I:rarity=1206
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: 16]
I:min=16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# Size
#--------------------------------------------------------------------------------------------------------#
# Size limits (in blocks) of this deposit.
##########################################################################################################
Size {
# [range: 1 ~ 256000, default: 1400]
I:max=1400
# [range: 1 ~ 256000, default: 700]
I:min=700
}
##########################################################################################################
# Indicator
#--------------------------------------------------------------------------------------------------------#
# Above-ground indicator for this deposit (e.g., a rare flower or a combination of circles of different flowers)
##########################################################################################################
Indicator {
# Circles of indicators and their radiuses.
# Syntax: indicatorId [, circleRadius]
# The order of the circles is always shuffled.
# The circles with the same radius will be randomly selected.
# If the radius is not defined, it will be selected from the minimum available, starting from 1.
# Examples:
# minecraft:cornflower, 2
# minecraft:orange_tulip, 4
#
S:circles <
silentgems:euclause_glowrose, 3
botania:light_blue_mystical_flower, 3
minecraft:blue_orchid, 3
silentgems:moonstone_glowrose, 6
botania:light_gray_mystical_flower, 6
minecraft:lily_of_the_valley, 6
>
# Percentage of the indicator shape that will be visible. [range: 0.0 ~ 100.0, default: 60.0]
S:continuity=60.0
# Maximum displacement of the indicator shape elements. [range: 0 ~ 16, default: 1]
I:distortion=1
# ID of a block for a single-block indicator or ID of a structure to bind this deposit to. [default: ]
S:id=
# Percentage of the deposit full size required to create an above-ground indicator.
# If the indicator is a structure - the chance of generating a deposit under it.
# [range: 0.0 ~ 100.0, default: 30.0]
S:threshold=30.0
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ancient_debris]
S:oreId=ancient_debris
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 119]
I:max=119
# [range: -2147483648 ~ 2147483647, default: 8]
I:min=8
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: false]
B:exposed=false
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 2]
I:max=2
# [range: 1 ~ 256, default: 2]
I:min=2
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 3]
I:max=3
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: andesite]
S:oreId=andesite
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 128]
I:max=128
# [range: -2147483648 ~ 2147483647, default: 0]
I:min=0
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 8]
I:min=8
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: blackstone]
S:oreId=blackstone
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 31]
I:max=31
# [range: -2147483648 ~ 2147483647, default: 5]
I:min=5
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 2]
I:max=2
# [range: 1 ~ 256, default: 2]
I:min=2
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: clay]
S:oreId=clay
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 256]
I:max=256
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 46]
I:max=46
# [range: 1 ~ 256, default: 46]
I:min=46
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_coal_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: coal_ore]
S:oreId=coal_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 319]
I:max=319
# [range: -2147483648 ~ 2147483647, default: 0]
I:min=0
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 50]
I:max=50
# [range: 1 ~ 256, default: 50]
I:min=50
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 17]
I:max=17
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_copper_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: copper_ore]
S:oreId=copper_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 112]
I:max=112
# [range: -2147483648 ~ 2147483647, default: -16]
I:min=-16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 16]
I:max=16
# [range: 1 ~ 256, default: 16]
I:min=16
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 15]
I:max=15
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_diamond_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: diamond_ore]
S:oreId=diamond_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: false]
B:exposed=false
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 8]
I:min=8
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: diorite]
S:oreId=diorite
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 128]
I:max=128
# [range: -2147483648 ~ 2147483647, default: 0]
I:min=0
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 8]
I:min=8
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: dirt]
S:oreId=dirt
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 160]
I:max=160
# [range: -2147483648 ~ 2147483647, default: 0]
I:min=0
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 7]
I:max=7
# [range: 1 ~ 256, default: 7]
I:min=7
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_emerald_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: emerald_ore]
S:oreId=emerald_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 480]
I:max=480
# [range: -2147483648 ~ 2147483647, default: -16]
I:min=-16
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 100]
I:max=100
# [range: 1 ~ 256, default: 100]
I:min=100
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 3]
I:max=3
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_gold_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: gold_ore]
S:oreId=gold_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 32]
I:max=32
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 8]
I:min=8
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 9]
I:max=9
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: granite]
S:oreId=granite
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 128]
I:max=128
# [range: -2147483648 ~ 2147483647, default: 0]
I:min=0
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 8]
I:min=8
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: gravel]
S:oreId=gravel
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 319]
I:max=319
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 14]
I:max=14
# [range: 1 ~ 256, default: 14]
I:min=14
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> infested_deepslate
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: infested_stone]
S:oreId=infested_stone
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 63]
I:max=63
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 14]
I:max=14
# [range: 1 ~ 256, default: 14]
I:min=14
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 9]
I:max=9
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_iron_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: iron_ore]
S:oreId=iron_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 384]
I:max=384
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 110]
I:max=110
# [range: 1 ~ 256, default: 110]
I:min=110
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 9]
I:max=9
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_lapis_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: lapis_ore]
S:oreId=lapis_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 64]
I:max=64
# [range: -2147483648 ~ 2147483647, default: -32]
I:min=-32
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 6]
I:max=6
# [range: 1 ~ 256, default: 6]
I:min=6
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 7]
I:max=7
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: magma_block]
S:oreId=magma_block
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 36]
I:max=36
# [range: -2147483648 ~ 2147483647, default: 27]
I:min=27
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 4]
I:max=4
# [range: 1 ~ 256, default: 4]
I:min=4
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 33]
I:max=33
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: nether_gold_ore]
S:oreId=nether_gold_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 117]
I:max=117
# [range: -2147483648 ~ 2147483647, default: 10]
I:min=10
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 10]
I:max=10
# [range: 1 ~ 256, default: 10]
I:min=10
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 10]
I:max=10
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: nether_quartz_ore]
S:oreId=nether_quartz_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 117]
I:max=117
# [range: -2147483648 ~ 2147483647, default: 10]
I:min=10
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 16]
I:max=16
# [range: 1 ~ 256, default: 16]
I:min=16
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 14]
I:max=14
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
#minecraft:deepslate_ore_replaceables -> deepslate_redstone_ore
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: redstone_ore]
S:oreId=redstone_ore
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 16]
I:max=16
# [range: -2147483648 ~ 2147483647, default: -32]
I:min=-32
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 8]
I:min=8
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 8]
I:max=8
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: soul_sand]
S:oreId=soul_sand
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
netherrack
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:the_nether
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 31]
I:max=31
# [range: -2147483648 ~ 2147483647, default: 1]
I:min=1
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 12]
I:max=12
# [range: 1 ~ 256, default: 12]
I:min=12
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 12]
I:max=12
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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# Configuration file
VanillaOre {
# Syntax: targetId -> replacementId
# With weight: targetId -> replacementId, weight
S:customReplacements <
>
# Generation type used for this ore. Possible values:
# VANILLA - vanilla generation without any changes,
# CUSTOM - generation according to this config,
# NONE - no generation at all.
# Note that changing this setting requires a WORLD RESTART in order to update every biome's features. [default: vanilla]
S:generation=vanilla
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: tuff]
S:oreId=tuff
# List of blocks that can be replaced with this ore.
S:replaceableBlocks <
#minecraft:stone_ore_replaceables
>
##########################################################################################################
# Dimensions
#--------------------------------------------------------------------------------------------------------#
# List of dimensions which this ore can be generated in.
# Dimension is specified by its registry name (e.g: minecraft:overworld, minecraft:the_nether, minecraft:the_end, etc.)
# Each dimension must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Dimensions {
S:blackList <
>
S:whiteList <
minecraft:overworld
>
}
##########################################################################################################
# Biomes
#--------------------------------------------------------------------------------------------------------#
# List of biomes which this ore can be generated in.
# Biome is specified by its registry name (case-insensitive) or by its tag with '#' prefix.
# Examples: minecraft:forest, #snowy
# Each biome must be on a separate line without any delimiters.
# If the whitelist is set, the blacklist will be ignored.
##########################################################################################################
Biomes {
S:blackList <
>
S:whiteList <
>
}
##########################################################################################################
# Altitude
#--------------------------------------------------------------------------------------------------------#
# Altitude which this ore can be generated at.
##########################################################################################################
Altitude {
# [range: -2147483648 ~ 2147483647, default: 0]
I:max=0
# [range: -2147483648 ~ 2147483647, default: -64]
I:min=-64
}
Miscellaneous {
# Whether or not the ore blocks can be exposed to air. [default: true]
B:exposed=true
# Ratio of height to width.
# Values > 1 result in tall veins (deposits).
# Values < 1 result in flat veins (deposits).
# [range: 0.0 ~ 10.0, default: 1.0]
S:proportions=1.0
# If enabled, each ore block will be checked against the given altitude and biome restrictions, rather than the first one. [default: false]
B:strictBounds=false
}
##########################################################################################################
# VeinsInChunk
#--------------------------------------------------------------------------------------------------------#
# Number of ore veins to generate in each chunk.
##########################################################################################################
VeinsInChunk {
# [range: 1 ~ 256, default: 2]
I:max=2
# [range: 1 ~ 256, default: 2]
I:min=2
}
##########################################################################################################
# BlocksInVein
#--------------------------------------------------------------------------------------------------------#
# Number of ore blocks in each vein.
##########################################################################################################
BlocksInVein {
# [range: 1 ~ 256, default: 64]
I:max=64
# [range: 1 ~ 256, default: 1]
I:min=1
}
}

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#This is an example boolean property
exampleBoolean = true
#Range: > -2147483648
exampleInt = 42
exampleString = "Hello World"
exampleMultilineString = "Hello World"
#Allowed Values: Hello, World
exampleEnum = "Hello"
exampleStringList = ["Hello", "World"]
exampleIntList = [12, 24]
exampleEnumList = ["Hello", "World"]
[exampleCategory]
#This is an example category
#This is an example string inside a category
innerField = "I am inside"
#Range: -3.4028234663852886E38 ~ 3.4028234663852886E38
exampleFloat = 42.84000015258789

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forceConfiguredMenu = false
changedFormatting = "ITALIC"
includeFoldersInSearch = false

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broadcastLogs = true
developers = []
enabled = false

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#Early window height
earlyWindowHeight = 480
#Enable forge global version checking
versionCheck = true
#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
earlyWindowControl = true
#Early window framebuffer scale
earlyWindowFBScale = 1
#Early window provider
earlyWindowProvider = "fmlearlywindow"
#Early window width
earlyWindowWidth = 854
#Early window starts maximized
earlyWindowMaximized = false
#Default config path for servers
defaultConfigPath = "defaultconfigs"
#Disables Optimized DFU client-side - already disabled on servers
disableOptimizedDFU = true
#Skip specific GL versions, may help with buggy graphics card drivers
earlyWindowSkipGLVersions = []
#Max threads for early initialization parallelism, -1 is based on processor count
maxThreads = -1
#Squir?
earlyWindowSquir = false
#Whether to show CPU usage stats in early window
earlyWindowShowCPU = false

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#Enable/Disable debug mode
debug = false
[SmokeContainers]
#Maximum length of the vent pipe for smoke or gas transmition
#Range: 1 ~ 64
maxVentPipeLength = 32
#Maximum distance from vent to the gas block to be sucked in
#Range: 1 ~ 16
ventReachDistance = 4
#Maximum amount of blocks that will be checked when searching for multiblock boundaries
#Range: 1 ~ 512
maxBlocksInMultiblock = 81
#Strength of the airflow created in the chimney by a connected exhaust pump
#Range: 0 ~ 10
pumpedChimneyAirflow = 1
#List of hoppers in the following format: blockID, suctionRange
#Where suctionRange is the radius of the cylindrical area above the hopper within which the pollution will be sucked in.
#The height of this area is always 3 blocks.
#Range: 1 ~ 64
suctionHoppers = ["minecraft:hopper, 8", "brickhopper:brick_hopper, 6", "goldenhopper:golden_hopper, 12", "littlelogistics:rapid_hopper, 12"]

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# Configuration file
Biome {
# Biome registry name [default: minecraft:small_end_islands]
S:name=minecraft:small_end_islands
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

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# Configuration file
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
# Random seed [range: -2147483648 ~ 2147483647, default: -568253972]
I:randomSeed=-568253972
}

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#All configuration items related to the core gameplay
[gameplay]
#Whether to generate supply ships and camps in loot chests. [Default: true]
generatesupplyloot = true
#All configurations related to the request system
[requestsystem]
#Should the request system show debug information in the debug.log? Useful if malfunctioning. [Default: false]
enabledebuglogging = false

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[mod]
#Set to false to disable TreeChop without having to uninstall the mod
enabled = true
#Let TreeChop print to the log
printDebugInfo = true
[permissions]
[permissions.choppingEnabled]
canBeFalse = true
canBeTrue = true
[permissions.fellingEnabled]
canBeFalse = true
canBeTrue = true
[permissions.sneakBehavior]
canBeInvertFelling = true
canBeNone = true
canBeInvertChopping = true
[permissions.treeMustHaveLeaves]
canBeFalse = true
canBeTrue = true
[permissions.chopInCreativeMode]
canBeFalse = true
canBeTrue = true
[general]
#If false, log items will be destroyed when chopping
dropLootForChoppedBlocks = true
#If true, chopped logs will drop a log item immediately instead of waiting for the tree to be felled, restoring legacy behavior. Does nothing if dropLootForChoppedBlocks is false
dropLootOnFirstChop = false
[treeDetection]
#Maximum number of log blocks that can be detected to belong to one tree
#Range: 1 ~ 8096
maxTreeBlocks = 1024
#Maximum number of leaves blocks that can destroyed when a tree is felled
#Range: 1 ~ 8096
maxLeavesBlocks = 1024
#Destroy leaves when a tree is felled
breakLeaves = true
#Non-decayable leaves are ignored when detecting leaves
ignorePersistentLeaves = true
#Maximum distance from log blocks to destroy leaves blocks when felling
#Range: 0 ~ 16
maxBreakLeavesDistance = 7
[treeDetection.logs]
#Blocks that should be considered choppable
#For block lists, specify using registry names (mod:block), tags (#mod:tag), namespaces (@mod), and Java-style regular expressions
#Regular expressions must match the whole resource name, including the colon. Some simple examples are:
# - To match any block ending in _log: ".*_log", where .* is a wildcard
# - You can also specify a mod: "treemod:.*_log"
# - To also match stripped versions: ".*_log(_stripped)?", where ? means that the text in the parenthesis is optional
#For more help, see https://github.com/hammertater/treechop/wiki/Configuration
blocks = ["#treechop:choppables", "#minecraft:logs"]
#Blocks that should never be chopped, even if included in the list above
#Specify using registry names (mod:block), tags (#mod:tag), and namespaces (@mod)
exceptions = ["minecraft:bamboo", "#dynamictrees:branches", "dynamictrees:trunk_shell"]
[treeDetection.leaves]
#Blocks that should be considered leaves
#Specify using registry names (mod:block), tags (#mod:tag), and namespaces (@mod)
blocks = ["#treechop:leaves_like", "#minecraft:leaves", "pamhc2trees:pam[a-z]+"]
#Blocks that should never be considered leaves, even if included in the list above
#Specify using registry names (mod:block), tags (#mod:tag), and namespaces (@mod)
exceptions = []
[chopCounting]
#Method to use for computing the number of chops needed to fell a tree
#Allowed Values: LINEAR, LOGARITHMIC
algorithm = "LOGARITHMIC"
#How to round the number of chops needed to fell a tree; this is more meaningful for smaller trees
#Allowed Values: DOWN, NEAREST, UP
rounding = "NEAREST"
#Felling a tree can require more chops than the number of blocks in the tree
canRequireMoreChopsThanBlocks = false
#See https://github.com/hammertater/treechop/#logarithmic
[chopCounting.logarithmic]
#Determines the number of chops required to fell a tree; higher values require more chops for bigger trees
#Range: 0.0 ~ 10000.0
a = 10.0
#See https://github.com/hammertater/treechop/#linear
[chopCounting.linear]
#The number of chops per block required to fell a tree; if chopsPerBlock = 0.5, it will take 50 chops to fell a 100 block tree
#Range: 0.0 ~ 7.0
chopsPerBlock = 1.0
#The base number of chops required to fell a tree regardless of its size
#Range: -10000.0 ~ 10000.0
baseNumChops = 0.0
[compatibility]
#https://www.curseforge.com/minecraft/mc-mods/carry-on
#https://modrinth.com/mod/carry-on
#Small fixes.
carryOn = true
#https://www.curseforge.com/minecraft/mc-mods/project-mmo
#https://modrinth.com/mod/project-mmo
#Award woodcutting XP for chopping.
projectMMO = true
#https://www.curseforge.com/minecraft/mc-mods/the-one-probe
#https://modrinth.com/mod/the-one-probe
#Shows the number of chops required to fell a tree and what loot will drop.
theOneProbe = true
#https://github.com/TerraformersMC
#Fixes starting chop radius for small logs from Terraformers mods (Terrestria, etc.)
terraformers = true
#https://github.com/AtomicStryker/atomicstrykers-minecraft-mods
#Fixes bad behavior
multiMine = true
#https://www.curseforge.com/minecraft/mc-mods/apotheosis
#Adds compatibility with the "chainsaw" enchantment.
apotheosis = true
[compatibility.general]
#Only chop when using the correct tool for drops, if any (does nothing in vanilla, but some mods add tool requirements to logs
choppingRequiresCorrectToolForDrops = true
#Only chop when using a tool that increases block breaking speed (such as axes for logs)
choppingRequiresFastBreakingTool = false
#Prevent chopping when right-clicking blocks
preventChoppingOnRightClick = false
#Prevent infinite loops when chopping; fixes crashes when using modded items that break multiple blocks
preventChopRecursion = true
[compatibility.general.blacklist]
#Whether the listed items should be blacklisted or whitelisted
#Allowed Values: BLACKLIST, WHITELIST
blacklistOrWhitelist = "BLACKLIST"
#List of item registry names (mod:item), tags (#mod:tag), and namespaces (@mod) for items that should not chop when used to break a log
#- Items in this list that have special support for TreeChop will not be blacklisted; see https://github.com/hammertater/treechop/blob/main/docs/compatibility.md#blacklist
items = ["botania:terra_axe", "@lumberjack", "mekanism:atomic_disassembler", "practicaltools:diamond_greataxe", "practicaltools:golden_greataxe", "practicaltools:iron_greataxe", "practicaltools:netherite_greataxe", "twilightforest:giant_pickaxe"]
#The chop settings used by non-player entities, such as robots and machine blocks
[compatibility.general.fakePlayerChopSettings]
#Use with caution! May cause conflicts with some mods, e.g. https://github.com/hammertater/treechop/issues/71
choppingEnabled = false
#Felling only matters if chopping is enabled; probably best to leave this on
fellingEnabled = true
treesMustHaveLeaves = true
#A set of alternate tree detection strategies for oddly shaped trees
#For block lists, specify using registry names (mod:block), tags (#mod:tag), namespaces (@mod), and Java-style regular expressions
#Regular expressions must match the whole resource name, including the colon. Some simple examples are:
# - To match any block ending in _log: ".*_log", where .* is a wildcard
# - You can also specify a mod: "treemod:.*_log"
# - To also match stripped versions: ".*_log(_stripped)?", where ? means that the text in the parenthesis is optional
#For more help, see https://github.com/hammertater/treechop/wiki/Configuration
[compatibility.trees]
[compatibility.trees.hugeMushrooms]
logs = ["#forge:mushroom_stems"]
leaves = ["#forge:mushroom_caps"]
[compatibility.trees.hugeFungi]
logs = ["#minecraft:crimson_stems", "#minecraft:warped_stems"]
leaves = ["#minecraft:wart_blocks", "minecraft:shroomlight"]
[compatibility.trees.problematicLeavesTrees]
logs = ["tropicraft:.*_log(_.*)?", "mysticbiomes:.*_log", "betternether:.*_bark", "betternether:.*_log", "alexscaves:.*_log", "alexscaves:pewen_wood"]
leaves = ["tropicraft:.*_leaves(_.*)?", "betternether:.*_leaves", "regions_unexplored:brimwood_leaves", "alexscaves:.*_branch", "alexscaves:pewen_pines"]
[compatibility.silentgear]
#https://www.curseforge.com/minecraft/mc-mods/tinkers-construct
#https://modrinth.com/mod/tinkers-construct
#Makes saws do more chops.
enabled = true
#Number of chops a saw should perform on a single block break
#Range: 1 ~ 10000
sawChops = 5
[compatibility.tinkersConstruct]
#https://www.curseforge.com/minecraft/mc-mods/tinkers-construct
#https://modrinth.com/mod/tinkers-construct
#Makes AOE tools do more chops.
enabled = true
#Number of chops that tree breaking tools (like broad axes) should perform on a single block break
#Range: 1 ~ 10000
treeBreakingTools = 5
#Number of chops that wood breaking tools (like hand axes) should perform on a single block break
#Range: 1 ~ 10000
woodBreakingTools = 1
#The chop count multiplier for each level of the expanded upgrade
#Range: 1.0 ~ 10000.0
expandedMultiplier = 2.0
[compatibility.API]
#Log information about TreeChop API usage. May be useful for debugging mod compatibility issues.
verbose = false

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allowCaveModeOnServer:true
allowNetherCaveModeOnServer:true
allowRadarOnServer:true
registerStatusEffects:true

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allowCaveModeOnServer:true
allowNetherCaveModeOnServer:true
registerStatusEffects:true

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Biome Mapping
[OCEAN] 0 0 112 255 0 0 112 255 0 0 112 255 0 0 112 255
[PLAINS] 141 179 96 255 141 179 96 255 141 179 96 255 141 179 96 255
[DESERT] 250 148 24 255 250 148 24 255 250 148 24 255 250 148 24 255
[EXTREME_HILLS] 96 96 96 255 96 96 96 255 96 96 96 255 96 96 96 255
[FOREST] 5 102 33 255 5 102 33 255 5 102 33 255 5 102 33 255
[TAIGA] 11 102 89 255 11 102 89 255 11 102 89 255 11 102 89 255
[SWAMPLAND] 7 249 178 255 7 249 178 255 7 249 178 255 7 249 178 255
[RIVER] 0 0 255 255 0 0 255 255 0 0 255 255 0 0 255 255
[HELL] 191 59 59 255 191 59 59 255 191 59 59 255 191 59 59 255
[SKY] 128 128 255 255 128 128 255 255 128 128 255 255 128 128 255 255
[FROZEN_OCEAN] 112 112 214 255 112 112 214 255 112 112 214 255 112 112 214 255
[FROZEN_RIVER] 160 160 255 255 160 160 255 255 160 160 255 255 160 160 255 255
[ICE_PLAINS] 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255
[ICE_MOUNTAINS] 160 160 160 255 160 160 160 255 160 160 160 255 160 160 160 255
[MUSHROOM_ISLAND] 255 0 255 255 255 0 255 255 255 0 255 255 255 0 255 255
[MUSHROOM_SHORE] 160 0 255 255 160 0 255 255 160 0 255 255 160 0 255 255
[BEACH] 250 222 85 255 250 222 85 255 250 222 85 255 250 222 85 255
[DESERT_HILLS] 210 95 18 255 210 95 18 255 210 95 18 255 210 95 18 255
[FOREST_HILLS] 34 85 28 255 34 85 28 255 34 85 28 255 34 85 28 255
[TAIGA_HILLS] 22 57 51 255 22 57 51 255 22 57 51 255 22 57 51 255
[SMALL_MOUNTAINS] 114 120 154 255 114 120 154 255 114 120 154 255 114 120 154 255
[JUNGLE] 83 123 9 255 83 123 9 255 83 123 9 255 83 123 9 255
[JUNGLE_HILLS] 44 66 5 255 44 66 5 255 44 66 5 255 44 66 5 255
[JUNGLE_EDGE] 98 139 23 255 98 139 23 255 98 139 23 255 98 139 23 255
[DEEP_OCEAN] 0 0 48 255 0 0 48 255 0 0 48 255 0 0 48 255
[STONE_BEACH] 162 162 132 255 162 162 132 255 162 162 132 255 162 162 132 255
[COLD_BEACH] 250 240 192 255 250 240 192 255 250 240 192 255 250 240 192 255
[BIRCH_FOREST] 48 116 68 255 48 116 68 255 48 116 68 255 48 116 68 255
[BIRCH_FOREST_HILLS] 31 95 50 255 31 95 50 255 31 95 50 255 31 95 50 255
[ROOFED_FOREST] 64 81 26 255 64 81 26 255 64 81 26 255 64 81 26 255
[COLD_TAIGA] 49 85 74 255 49 85 74 255 49 85 74 255 49 85 74 255
[COLD_TAIGA_HILLS] 36 63 54 255 36 63 54 255 36 63 54 255 36 63 54 255
[MEGA_TAIGA] 89 102 81 255 89 102 81 255 89 102 81 255 89 102 81 255
[MEGA_TAIGA_HILLS] 69 79 62 255 69 79 62 255 69 79 62 255 69 79 62 255
[EXTREME_HILLS_PLUS] 80 112 80 255 80 112 80 255 80 112 80 255 80 112 80 255
[SAVANNA] 189 178 95 255 189 178 95 255 189 178 95 255 189 178 95 255
[SAVANNA_PLATEAU] 167 157 100 255 167 157 100 255 167 157 100 255 167 157 100 255
[MESA] 217 69 21 255 217 69 21 255 217 69 21 255 217 69 21 255
[MESA_PLATEAU_FOREST] 176 151 101 255 176 151 101 255 176 151 101 255 176 151 101 255
[MESA_PLATEAU] 202 140 101 255 202 140 101 255 202 140 101 255 202 140 101 255
[SMALL_END_ISLANDS] 128 128 255 255 128 128 255 255 128 128 255 255 128 128 255 255
[END_MIDLANDS] 128 128 255 255 128 128 255 255 128 128 255 255 128 128 255 255
[END_HIGHLANDS] 128 128 255 255 128 128 255 255 128 128 255 255 128 128 255 255
[END_BARRENS] 128 128 255 255 128 128 255 255 128 128 255 255 128 128 255 255
[WARM_OCEAN] 0 0 172 255 0 0 172 255 0 0 172 255 0 0 172 255
[LUKEWARM_OCEAN] 0 0 144 255 0 0 144 255 0 0 144 255 0 0 144 255
[COLD_OCEAN] 32 32 112 255 32 32 112 255 32 32 112 255 32 32 112 255
[DEEP_WARM_OCEAN] 0 0 80 255 0 0 80 255 0 0 80 255 0 0 80 255
[DEEP_LUKEWARM_OCEAN] 0 0 64 255 0 0 64 255 0 0 64 255 0 0 64 255
[DEEP_COLD_OCEAN] 32 32 56 255 32 32 56 255 32 32 56 255 32 32 56 255
[DEEP_FROZEN_OCEAN] 64 64 144 255 64 64 144 255 64 64 144 255 64 64 144 255
[THE_VOID] 0 0 0 255 0 0 0 255 0 0 0 255 0 0 0 255
[SUNFLOWER_PLAINS] 181 219 136 255 181 219 136 255 181 219 136 255 181 219 136 255
[DESERT_MOUNTAINS] 255 188 64 255 255 188 64 255 255 188 64 255 255 188 64 255
[EXTREME_HILLS_MOUNTAINS] 136 136 136 255 136 136 136 255 136 136 136 255 136 136 136 255
[FLOWER_FOREST] 45 142 73 255 45 142 73 255 45 142 73 255 45 142 73 255
[TAIGA_MOUNTAINS] 51 142 129 255 51 142 129 255 51 142 129 255 51 142 129 255
[SWAMPLAND_MOUNTAINS] 47 255 218 255 47 255 218 255 47 255 218 255 47 255 218 255
[ICE_PLAINS_SPIKES] 180 220 220 255 180 220 220 255 180 220 220 255 180 220 220 255
[JUNGLE_MOUNTAINS] 123 163 49 255 123 163 49 255 123 163 49 255 123 163 49 255
[JUNGLE_EDGE_MOUNTAINS] 138 179 63 255 138 179 63 255 138 179 63 255 138 179 63 255
[BIRCH_FOREST_MOUNTAINS] 88 156 108 255 88 156 108 255 88 156 108 255 88 156 108 255
[BIRCH_FOREST_HILLS_MOUNTAINS] 71 135 90 255 71 135 90 255 71 135 90 255 71 135 90 255
[ROOFED_FOREST_MOUNTAINS] 104 121 66 255 104 121 66 255 104 121 66 255 104 121 66 255
[COLD_TAIGA_MOUNTAINS] 89 125 114 255 89 125 114 255 89 125 114 255 89 125 114 255
[MEGA_SPRUCE_TAIGA] 129 142 121 255 129 142 121 255 129 142 121 255 129 142 121 255
[MEGA_SPRUCE_TAIGA_HILLS] 109 119 102 255 109 119 102 255 109 119 102 255 109 119 102 255
[EXTREME_HILLS_PLUS_MOUNTAINS] 120 152 120 255 120 152 120 255 120 152 120 255 120 152 120 255
[SAVANNA_MOUNTAINS] 229 218 135 255 229 218 135 255 229 218 135 255 229 218 135 255
[SAVANNA_PLATEAU_MOUNTAINS] 207 197 140 255 207 197 140 255 207 197 140 255 207 197 140 255
[MESA_BRYCE] 255 109 61 255 255 109 61 255 255 109 61 255 255 109 61 255
[MESA_PLATEAU_FOREST_MOUNTAINS] 216 191 141 255 216 191 141 255 216 191 141 255 216 191 141 255
[MESA_PLATEAU_MOUNTAINS] 242 180 141 255 242 180 141 255 242 180 141 255 242 180 141 255
[BEACH_MOUNTAINS] 255 255 125 255 255 255 125 255 255 255 125 255 255 255 125 255
[COLD_BEACH_MOUNTAINS] 255 255 232 255 255 255 232 255 255 255 232 255 255 255 232 255
[COLD_TAIGA_HILLS_MOUNTAINS] 76 103 94 255 76 103 94 255 76 103 94 255 76 103 94 255
[DEEP_OCEAN_MOUNTAINS] 40 40 88 255 40 40 88 255 40 40 88 255 40 40 88 255
[DESERT_HILLS_MOUNTAINS] 250 135 58 255 250 135 58 255 250 135 58 255 250 135 58 255
[EXTREME_HILLS_EDGE_MOUNTAINS] 154 160 194 255 154 160 194 255 154 160 194 255 154 160 194 255
[FOREST_HILLS_MOUNTAINS] 74 125 68 255 74 125 68 255 74 125 68 255 74 125 68 255
[FROZEN_OCEAN_MOUNTAINS] 184 184 200 255 184 184 200 255 184 184 200 255 184 184 200 255
[FROZEN_RIVER_MOUNTAINS] 200 200 255 255 200 200 255 255 200 200 255 255 200 200 255 255
[HELL_MOUNTAINS] 255 40 40 255 255 40 40 255 255 40 40 255 255 40 40 255
[ICE_MOUNTAINS_MOUNTAINS] 200 200 200 255 200 200 200 255 200 200 200 255 200 200 200 255
[JUNGLE_HILLS_MOUNTAINS] 84 106 45 255 84 106 45 255 84 106 45 255 84 106 45 255
[MUSHROOM_ISLAND_MOUNTAINS] 255 40 255 255 255 40 255 255 255 40 255 255 255 40 255 255
[MUSHROOM_SHORE_MOUNTAINS] 200 40 255 255 200 40 255 255 200 40 255 255 200 40 255 255
[OCEAN_MOUNTAINS] 40 40 152 255 40 40 152 255 40 40 152 255 40 40 152 255
[RIVER_MOUNTAINS] 40 40 255 255 40 40 255 255 40 40 255 255 40 40 255 255
[SKY_MOUNTAINS] 168 168 255 255 168 168 255 255 168 168 255 255 168 168 255 255
[STONE_BEACH_MOUNTAINS] 202 202 172 255 202 202 172 255 202 202 172 255 202 202 172 255
[TAIGA_HILLS_MOUNTAINS] 62 97 91 255 62 97 91 255 62 97 91 255 62 97 91 255
[BAMBOO_JUNGLE] 118 142 20 255 118 142 20 255 118 142 20 255 118 142 20 255
[BAMBOO_JUNGLE_HILLS] 59 71 10 255 59 71 10 255 59 71 10 255 59 71 10 255
[SOUL_SAND_VALLEY] 82 41 33 255 82 41 33 255 82 41 33 255 82 41 33 255
[CRIMSON_FOREST] 221 8 8 255 221 8 8 255 221 8 8 255 221 8 8 255
[WARPED_FOREST] 73 144 123 255 73 144 123 255 73 144 123 255 73 144 123 255
[BASALT_DELTAS] 64 54 54 255 64 54 54 255 64 54 54 255 64 54 54 255
Rainfall/Temperature Mapping
[RAINFALL-0.0] 120 120 120 255 96 96 96 255 60 60 60 255 48 48 48 255
[RAINFALL-1.0] 38 92 255 255 30 73 204 255 19 46 127 255 15 36 102 255
[TEMPERATURE-0.0] 38 92 255 255 30 73 204 255 19 46 127 255 15 36 102 255
[TEMPERATURE-0.5] 91 121 185 255 73 96 147 255 46 61 92 255 36 48 73 255
[TEMPERATURE-0.8] 51 165 42 255 41 131 33 255 26 82 21 255 20 65 17 255
[TEMPERATURE-0.9] 170 158 24 255 135 126 19 255 85 79 12 255 67 62 10 255
[TEMPERATURE-0.95] 204 111 48 255 162 89 38 255 102 56 24 255 81 44 19 255
[TEMPERATURE-1.0] 143 39 36 255 114 31 28 255 71 20 18

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# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/
# All map templates are defined in the templates directory
# To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
# To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
# To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
# To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
# The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
# The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
# The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
deftemplatesuffix: hires
# Set default tile scale (0 = 128px x 128x, 1 = 256px x 256px, 2 = 512px x 512px, 3 = 1024px x 1024px, 4 = 2048px x 2048px) - 0 is default
# Note: changing this value will result in all maps that use the default value being required to be fully rendered
#defaulttilescale: 0
# Map storage scheme: only uncommoent one 'type' value
# filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
# sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
# mysql: MySQL database, at hostname:port in database, accessed via userid with password
# mariadb: MariaDB database, at hostname:port in database, accessed via userid with password
# postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password
storage:
# Filetree storage (standard tree of image files for maps)
type: filetree
# SQLite db for map storage (uses dbfile as storage location)
#type: sqlite
#dbfile: dynmap.db
# MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix'
#type: mysql
#hostname: localhost
#port: 3306
#database: dynmap
#userid: dynmap
#password: dynmap
#prefix: ""
#
# AWS S3 backet web site
#type: aws_s3
#bucketname: "dynmap-bucket-name"
#region: us-east-1
#aws_access_key_id: "<aws-access-key-id>"
#aws_secret_access_key: "<aws-secret-access-key>"
#prefix: ""
#override_endpoint: ""
components:
- class: org.dynmap.ClientConfigurationComponent
# Remember to change the following class to org.dynmap.JsonFileClientUpdateComponent when using an external web server.
- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
trustclientname: false
includehiddenplayers: false
# (optional) if true, color codes in player display names are used
use-name-colors: false
# (optional) if true, player login IDs will be used for web chat when their IPs match
use-player-login-ip: true
# (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
require-player-login-ip: false
# (optional) block player login IDs that are banned from chatting
block-banned-player-chat: true
# Require login for web-to-server chat (requires login-enabled: true)
webchat-requires-login: false
# If set to true, users must have dynmap.webchat permission in order to chat
webchat-permissions: false
# Limit length of single chat messages
chatlengthlimit: 256
# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
# hideifshadow: 4
# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
# hideifundercover: 14
# # (Optional) if true, players that are crouching/sneaking will be hidden
hideifsneaking: false
# optional, if true, players that are in spectator mode will be hidden
hideifspectator: false
# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
protected-player-info: false
# If true, hide players with invisibility potion effects active
hide-if-invisiblity-potion: true
# If true, player names are not shown on map, chat, list
hidenames: false
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: true
# webchat-interval: 5
# hidewebchatip: false
# includehiddenplayers: false
# use-name-colors: false
# use-player-login-ip: false
# require-player-login-ip: false
# block-banned-player-chat: true
# hideifshadow: 0
# hideifundercover: 0
# hideifsneaking: false
# # Require login for web-to-server chat (requires login-enabled: true)
# webchat-requires-login: false
# # If set to true, users must have dynmap.webchat permission in order to chat
# webchat-permissions: false
# # Limit length of single chat messages
# chatlengthlimit: 256
# hide-if-invisiblity-potion: true
# hidenames: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: true
# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
allowurlname: false
# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
- class: org.dynmap.MarkersComponent
type: markers
showlabel: false
enablesigns: false
# Default marker set for sign markers
default-sign-set: markers
# (optional) add spawn point markers to standard marker layer
showspawn: true
spawnicon: world
spawnlabel: "Spawn"
# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
showofflineplayers: false
offlinelabel: "Offline"
offlineicon: offlineuser
offlinehidebydefault: true
offlineminzoom: 0
maxofflinetime: 30
# (optional) layer for showing player's spawn beds
showspawnbeds: false
spawnbedlabel: "Spawn Beds"
spawnbedicon: bed
spawnbedhidebydefault: true
spawnbedminzoom: 0
spawnbedformat: "%name%'s bed"
spawnbedremoveonplayerleave: true
# (optional) Show world border (vanilla 1.8+)
showworldborder: true
worldborderlabel: "Border"
- class: org.dynmap.ClientComponent
type: chat
allowurlname: false
- class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false
- class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5
# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
#scrollback: 100
# Optional: set maximum number of lines visible for chatbox
#visiblelines: 10
# Optional: send push button
sendbutton: false
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
# If true, show player body too (only valid if showplayerfaces=true)
showplayerbody: false
# Option to make player faces small - don't use with showplayerhealth or largeplayerfaces
smallplayerfaces: false
# Option to make player faces larger - don't use with showplayerhealth or smallplayerfaces
largeplayerfaces: false
# Optional - make player faces layer hidden by default
hidebydefault: false
# Optional - ordering priority in layer menu (low goes before high - default is 0)
layerprio: 0
# Optional - label for player marker layer (default is 'Players')
label: "Players"
#- class: org.dynmap.ClientComponent
# type: digitalclock
- class: org.dynmap.ClientComponent
type: link
- class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
#showweather: true
# Mouse pointer world coordinate display
- class: org.dynmap.ClientComponent
type: coord
label: "Location"
hidey: false
show-mcr: false
show-chunk: false
# Note: more than one logo component can be defined
#- class: org.dynmap.ClientComponent
# type: logo
# text: "Dynmap"
# #logourl: "images/block_surface.png"
# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
# # Valid positions: top-left, top-right, bottom-left, bottom-right
# position: bottom-right
#- class: org.dynmap.ClientComponent
# type: inactive
# timeout: 1800 # in seconds (1800 seconds = 30 minutes)
# redirecturl: inactive.html
# #showmessage: 'You were inactive for too long.'
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 1
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2
# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
# in more competition for CPU resources with other processes
usenormalthreadpriority: true
# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: true
# Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
save-pending-period: 900
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30
# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
initial-zoomout-validate: true
# Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
# of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
# also be set on individual worlds and individual maps.
tileupdatedelay: 30
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true
# Optional - enabled BetterGrass style rendering of grass and snow block sides
#better-grass: true
# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: true
# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
# false=classic Dynmap lighting curve
use-brightness-table: true
# Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
# blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
block-alias:
# "minecraft:quartz_ore": "stone"
# "diamond_ore": "coal_ore"
# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100),
# Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
#
# Has no effect on maps with explicit format settings
image-format: jpg-q90
# If cwebp or dwebp are not on the PATH, use these settings to provide their full path. Do not use these settings if the tools are on the PATH
# For Windows, include .exe
#
#cwebpPath: /usr/bin/cwebp
#dwebpPath: /usr/bin/dwebp
# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
# transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
use-generated-textures: true
correct-water-lighting: true
transparent-leaves: true
# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
ctm-support: true
# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
custom-colors-support: true
# Control loading of player faces (if set to false, skins are never fetched)
#fetchskins: false
# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
#refreshskins: false
# Customize URL used for fetching player skins (%player% is macro for name, %uuid% for UUID)
skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
# Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
# default is 'newrose' (preserve pre-1.0 maps, rotate rose)
# 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
compass-mode: newnorth
# Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
# To disable, set just 'none' and comment/delete the rest
render-triggers:
- blockupdate
#- blockupdate-with-id
#- lightingupdate
- chunkpopulate
- chunkgenerate
#- none
# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
#webpage-title: "My Awesome Server Map"
# The path where the tile-files are placed.
tilespath: web/tiles
# The path where the web-files are located.
webpath: web
# If set to false, disable extraction of webpath content (good if using custom web UI or 3rd party web UI)
# Note: web interface is unsupported in this configuration - you're on your own
update-webpath-files: true
# The path were the /dynmapexp command exports OBJ ZIP files
exportpath: export
# The path where files can be imported for /dmarker commands
importpath: import
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
# If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
#webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Maximum concurrent session on internal web server - limits resources used in Bukkit server
max-sessions: 30
# Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Enable login support
login-enabled: false
# Require login to access website (requires login-enabled: true)
login-required: false
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
progressloginterval: 100
# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
# setting this to equal or exceed the number of physical cores on the system.
#parallelrendercnt: 4
# Interval the browser should poll for updates.
updaterate: 2000
# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
fullrenderplayerlimit: 0
# If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
updateplayerlimit: 0
# Target limit on server thread use - msec per tick
per-tick-time-limit: 50
# If TPS of server is below this setting, update renders processing is paused
update-min-tps: 18.0
# If TPS of server is below this setting, full/radius renders processing is paused
fullrender-min-tps: 18.0
# If TPS of server is below this setting, zoom out processing is paused
zoomout-min-tps: 18.0
showplayerfacesinmenu: true
# Control whether players that are hidden or not on current map are grayed out (true=yes)
grayplayerswhenhidden: true
# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
#sidebaropened: true
# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
#http-response-headers:
# Access-Control-Allow-Origin: "my-domain.com"
# X-Custom-Header-Of-Mine: "MyHeaderValue"
# Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
# This now supports both IP address, and subnet ranges (e.g. 192.168.1.0/24 or 202.24.0.0/14 )
trusted-proxies:
- "127.0.0.1"
- "0:0:0:0:0:0:0:1"
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
# format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
# Control whether layer control is presented on the UI (default is true)
showlayercontrol: true
# Enable checking for banned IPs via banned-ips.txt (internal web server only)
check-banned-ips: true
# Default selection when map page is loaded
defaultzoom: 0
defaultworld: world
defaultmap: flat
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
#followmap: surface
# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
persist-ids-by-ip: true
# If true, map text to cyrillic
cyrillic-support: false
# Messages to customize
msg:
maptypes: "Map Types"
players: "Players"
chatrequireslogin: "Chat Requires Login"
chatnotallowed: "You are not permitted to send chat messages"
hiddennamejoin: "Player joined"
hiddennamequit: "Player quit"
# URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
url:
# configuration URL
#configuration: "up/configuration"
# update URL
#update: "up/world/{world}/{timestamp}"
# sendmessage URL
#sendmessage: "up/sendmessage"
# login URL
#login: "up/login"
# register URL
#register: "up/register"
# tiles base URL
#tiles: "tiles/"
# markers base URL
#markers: "tiles/"
# Snapshot cache size, in chunks
snapshotcachesize: 500
# Snapshot cache uses soft references (true), else weak references (false)
soft-ref-cache: true
# Player enter/exit title messages for map markers
#
# Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
#enterexitperiod: 1000
# Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
#titleFadeIn: 10
# Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
#titleStay: 70
# Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
#titleFadeOut: 20
# Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
#enterexitUseTitle: true
# Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
#enterReplacesExits: true
# Published public URL for Dynmap server (allows users to use 'dynmap url' command to get public URL usable to access server
# If not set, 'dynmap url' will not return anything. URL should be fully qualified (e.g. https://mc.westeroscraft.com/)
#publicURL: http://my.greatserver.com/dynmap
# Send this message if the player does not have permission to use the command
noPermissionMsg: "You don't have permission to use this command!"
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: false
# Enables debugging.
#debuggers:
# - class: org.dynmap.debug.LogDebugger
# Debug: dump blocks missing render data
dump-missing-blocks: false
# Log4J defense: string substituted for attempts to use macros in web chat
hackAttemptBlurb: "(IaM5uchA1337Haxr-Ban Me!)"

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# The user is free to add new and custom lightings here, including replacements for standard ones
# Dynmap's install will not overwrite it
lightings:

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# The user is free to add new and custom perspectives here, including replacements for standard ones
# Dynmap's install will not overwrite it
perspectives:

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# The user is free to add new and custom shaders here, including replacements for standard ones
# Dynmap's install will not overwrite it
shaders:

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%YAML 1.1
---
worlds:
- sealevel: 63
nether: false
miny: -64
name: world
the_end: false
title: world
height: 384
- sealevel: 63
nether: false
miny: 0
name: DIM1
the_end: true
title: DIM1
height: 256
- sealevel: 63
nether: true
miny: 0
name: DIM-1
the_end: false
title: DIM-1
height: 256
useSaveFolderAsName: true
maxWorldHeight: 320

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%YAML 1.1
---
'100_65_44_225':
- Cephi_sui

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version: 3.7-SNAPSHOT
#
# This file contains default standard lighting profiles. The contents of this file CAN need to be replaced and updated
# during upgrades, so new or updated lighting definitions should be done in the custom-lightings.txt file
#
lightings:
# Default lighting - no effects, shadows, day/night
- class: org.dynmap.hdmap.DefaultHDLighting
name: default
# Shadows enabled day mode
- class: org.dynmap.hdmap.ShadowHDLighting
name: shadows
shadowstrength: 1.0
# Night view (default moonight level is 4)
- class: org.dynmap.hdmap.ShadowHDLighting
name: night
shadowstrength: 1.0
ambientlight: 4
# A 'bright' night view (easier to see unlit landscape dimly)
- class: org.dynmap.hdmap.ShadowHDLighting
name: brightnight
shadowstrength: 1.0
ambientlight: 8
# Night and day view
- class: org.dynmap.hdmap.ShadowHDLighting
name: nightandday
shadowstrength: 1.0
ambientlight: 4
night-and-day: true
# 'Bright' Night and day view
- class: org.dynmap.hdmap.ShadowHDLighting
name: brightnightandday
shadowstrength: 1.0
ambientlight: 8
night-and-day: true
# Shadows enabled nether
- class: org.dynmap.hdmap.ShadowHDLighting
name: nethershadows
shadowstrength: 0.5
ambientlight: 4
# Shadows enabled day mode (smooth lighting)
- class: org.dynmap.hdmap.ShadowHDLighting
name: shadows-smooth
shadowstrength: 1.0
smooth-lighting: true
# Night view (default moonight level is 4) (smooth lighting)
- class: org.dynmap.hdmap.ShadowHDLighting
name: night-smooth
shadowstrength: 1.0
ambientlight: 4
smooth-lighting: true
# A 'bright' night view (easier to see unlit landscape dimly) (smooth lighting)
- class: org.dynmap.hdmap.ShadowHDLighting
name: brightnight-smooth
shadowstrength: 1.0
ambientlight: 8
smooth-lighting: true
# Night and day view (smooth lighting)
- class: org.dynmap.hdmap.ShadowHDLighting
name: nightandday-smooth
shadowstrength: 1.0
ambientlight: 4
night-and-day: true
smooth-lighting: true
# 'Bright' Night and day view (smooth lighting)
- class: org.dynmap.hdmap.ShadowHDLighting
name: brightnightandday-smooth
shadowstrength: 1.0
ambientlight: 8
night-and-day: true
smooth-lighting: true
# Shadows enabled day mode (always classic lighting map)
- class: org.dynmap.hdmap.ShadowHDLighting
name: shadows-classic
shadowstrength: 1.0
use-brightness-table: false
# Shadows enabled nether (always classic lighting map)
- class: org.dynmap.hdmap.ShadowHDLighting
name: nethershadows-classic
shadowstrength: 0.5
ambientlight: 4
use-brightness-table: false
# Shadows enabled day mode - grayscale
- class: org.dynmap.hdmap.ShadowHDLighting
name: grayscale
shadowstrength: 1.0
grayscale: true
smooth-lighting: true
# Shadows enabled day mode - grayscale parchment
- class: org.dynmap.hdmap.ShadowHDLighting
name: parchment
shadowstrength: 1.0
grayscale: true
graytone: '#C09A53'
smooth-lighting: true
# Default day mode - grayscale parchment
- class: org.dynmap.hdmap.DefaultHDLighting
name: parchment-noshadow
grayscale: true
graytone: '#C09A53'
# Spawn at night warning map
- class: org.dynmap.hdmap.LightLevelHDLighting
name: nightspawn
color0: '#FF0000'
color1: '#FF6600'
color2: '#FF9900'
color3: '#FFCC00'
color4: '#FFCC33'
color5: '#FFCC66'
color6: '#FFCC99'
color7: '#FFFF00'
night: true
# Spawn day-night warning map
- class: org.dynmap.hdmap.LightLevelHDLighting
name: daynightspawn
color0: '#FF0000'
color1: '#FF6600'
color2: '#FF9900'
color3: '#FFCC00'
color4: '#FFCC33'
color5: '#FFCC66'
color6: '#FFCC99'
color7: '#FFFF00'
night-and-day: true
# Shadows enabled day mode - grayscale parchment, brown ink
- class: org.dynmap.hdmap.ShadowHDLighting
name: parchmentbrownink
shadowstrength: 1.0
grayscale: true
graytone: '#C09A53'
graytonedark: '#400000'
smooth-lighting: true
# Shadows enabled - black and white parchment, brown ink
- class: org.dynmap.hdmap.ShadowHDLighting
name: parchmentbrowninkbw
shadowstrength: 1.0
blackandwhite: true
blackthreshold: 64
graytone: '#C09A53'
graytonedark: '#400000'
smooth-lighting: true
# Shadows disabled - black and white parchment, brown ink
- class: org.dynmap.hdmap.DefaultHDLighting
name: parchmentbw
blackandwhite: true
blackthreshold: 80
graytone: '#C09A53'
graytonedark: '#400000'

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%YAML 1.1
---
isSafe: true
icons: {
}
sets:
markers:
hide: false
circles: {
}
deficon: default
areas: {
}
label: Markers
markers: {
}
lines: {
}
layerprio: 0
playersets: {
}

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#
# Sample permissions.yml for dynmap - trivial, flat-file based permissions for dynmap features
# To use, copy this file to dynmap/permissions.yml, and edit appropriate. File is YAML format.
#
# All operators have full permissions to all functions.
# All users receive the permissions under the 'defaultuser' section
# Specific users can be given more permissions by defining a section with their name containing their permisssions
# All permissions correspond to those documented here (https://github.com/webbukkit/dynmap/wiki/Permissions), but
# do NOT have the 'dynmap.' prefix when used here (e.g. 'dynmap.fullrender' permission is just 'fullrender' here).
#
defaultuser:
- render
- show.self
- hide.self
- sendtoweb
- stats
- marker.list
- marker.listsets
- marker.icons
- webregister
- webchat
#- marker.sign
#playername1:
# - fullrender
# - cancelrender
# - radiusrender

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version: 3.7-SNAPSHOT
#
# This file contains default standard perspective definitions. The contents of this file CAN need to be replaced and updated
# during upgrades, so new or updated perspective definitions should be done in the custom-perspectives.txt file
#
perspectives:
# Default - used if bad or no perspective name supplied
- class: org.dynmap.hdmap.IsoHDPerspective
name: default
azimuth: 135
inclination: 60
scale: 4
# iso_classic is very close to KzedMap view
- class: org.dynmap.hdmap.IsoHDPerspective
name: classic
azimuth: 135
inclination: 60
scale: 1.4
# High angle (60 degree) views
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_60_vlowres
azimuth: 180
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_60_lowres
azimuth: 180
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_60_medres
azimuth: 180
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_60_hires
azimuth: 180
inclination: 60
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_60_vlowres
azimuth: 135
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_60_lowres
azimuth: 135
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_60_medres
azimuth: 135
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_60_hires
azimuth: 135
inclination: 60
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_60_vlowres
azimuth: 90
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_60_lowres
azimuth: 90
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_60_medres
azimuth: 90
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_60_hires
azimuth: 90
inclination: 60
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_60_vlowres
azimuth: 45
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_60_lowres
azimuth: 45
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_60_medres
azimuth: 45
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_60_hires
azimuth: 45
inclination: 60
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_60_vlowres
azimuth: 0
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_60_lowres
azimuth: 0
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_60_medres
azimuth: 0
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_60_hires
azimuth: 0
inclination: 60
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_60_vlowres
azimuth: 315
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_60_lowres
azimuth: 315
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_60_medres
azimuth: 315
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_60_hires
azimuth: 315
inclination: 60
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_60_vlowres
azimuth: 270
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_60_lowres
azimuth: 270
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_60_medres
azimuth: 270
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_60_hires
azimuth: 270
inclination: 60
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_60_vlowres
azimuth: 225
inclination: 60
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_60_lowres
azimuth: 225
inclination: 60
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_60_medres
azimuth: 225
inclination: 60
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_60_hires
azimuth: 225
inclination: 60
scale: 16
# Low angle perspectives (30 degrees)
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_30_vlowres
azimuth: 180
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_30_lowres
azimuth: 180
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_30_medres
azimuth: 180
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_30_hires
azimuth: 180
inclination: 30
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_30_vlowres
azimuth: 135
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_30_lowres
azimuth: 135
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_30_medres
azimuth: 135
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SE_30_hires
azimuth: 135
inclination: 30
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_30_vlowres
azimuth: 90
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_30_lowres
azimuth: 90
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_30_medres
azimuth: 90
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_30_hires
azimuth: 90
inclination: 30
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_30_vlowres
azimuth: 45
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_30_lowres
azimuth: 45
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_30_medres
azimuth: 45
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NE_30_hires
azimuth: 45
inclination: 30
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_30_vlowres
azimuth: 0
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_30_lowres
azimuth: 0
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_30_medres
azimuth: 0
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_30_hires
azimuth: 0
inclination: 30
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_30_vlowres
azimuth: 315
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_30_lowres
azimuth: 315
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_30_medres
azimuth: 315
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_NW_30_hires
azimuth: 315
inclination: 30
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_30_vlowres
azimuth: 270
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_30_lowres
azimuth: 270
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_30_medres
azimuth: 270
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_30_hires
azimuth: 270
inclination: 30
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_30_vlowres
azimuth: 225
inclination: 30
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_30_lowres
azimuth: 225
inclination: 30
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_30_medres
azimuth: 225
inclination: 30
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_SW_30_hires
azimuth: 225
inclination: 30
scale: 16
# Vertical perspectives (90 deg)
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_90_vlowres
azimuth: 0
inclination: 90
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_90_lowres
azimuth: 0
inclination: 90
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_90_medres
azimuth: 0
inclination: 90
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_N_90_hires
azimuth: 0
inclination: 90
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_90_vlowres
azimuth: 180
inclination: 90
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_90_lowres
azimuth: 180
inclination: 90
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_90_medres
azimuth: 180
inclination: 90
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_90_hires
azimuth: 180
inclination: 90
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_90_vlowres
azimuth: 90
inclination: 90
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_90_lowres
azimuth: 90
inclination: 90
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_90_medres
azimuth: 90
inclination: 90
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_E_90_hires
azimuth: 90
inclination: 90
scale: 16
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_90_vlowres
azimuth: 270
inclination: 90
scale: 2
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_90_lowres
azimuth: 270
inclination: 90
scale: 4
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_90_medres
azimuth: 270
inclination: 90
scale: 8
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_W_90_hires
azimuth: 270
inclination: 90
scale: 16
# Old style compass (sun rise in the North...)
- class: org.dynmap.hdmap.IsoHDPerspective
name: oldnorth
azimuth: 0
compassazimuth: 90
inclination: 90
scale: 4

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Most renderdata files are now internal - custom files can still be placed in the dynmap/renderdata directory.

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version: 3.7-SNAPSHOT
#
# This file contains default standard shader definitions. The contents of this file are replaced and updated
# during upgrades, so new or updated shader definitions should be done in the custom-shaders.txt file
#
shaders:
# Default shader - used if shader not specified or invalid
- class: org.dynmap.hdmap.TexturePackHDShader
name: default
texturepack: standard
# Color scheme based shaders
- class: org.dynmap.hdmap.DefaultHDShader
name: defaultscheme
colorscheme: default
- class: org.dynmap.hdmap.DefaultHDShader
name: ovocean
colorscheme: ovocean
- class: org.dynmap.hdmap.DefaultHDShader
name: flames
colorscheme: flames
- class: org.dynmap.hdmap.DefaultHDShader
name: sk89q
colorscheme: sk89q
- class: org.dynmap.hdmap.DefaultHDShader
name: amidst
biomecolored: biome
colorscheme: amidst
# Biome based shaders
- class: org.dynmap.hdmap.DefaultHDShader
name: biome
biomecolored: biome
- class: org.dynmap.hdmap.DefaultHDShader
name: temperature
biomecolored: temperature
- class: org.dynmap.hdmap.DefaultHDShader
name: rainfall
biomecolored: rainfall
# No transparency default color scheme shader
- class: org.dynmap.hdmap.DefaultHDShader
name: no_transparency
colorscheme: default
transparency: false
# Cave view shader
- class: org.dynmap.hdmap.CaveHDShader
name: cave
# Cave view shader - only lit caves
- class: org.dynmap.hdmap.CaveHDShader
name: lit-cave
onlyiflit: true
# Cave view shader - hide various soft blocks
- class: org.dynmap.hdmap.CaveHDShader
name: cave-noplants
hiddenids: [ 6, 17, 18, 31, 32, 37, 38, 39, 40, 50, 55, 78, 81, 83, 86, 99, 100, 103, 104, 105, 111, 115 ]
# Texture pack based shader for standard Minecraft textures
- class: org.dynmap.hdmap.TexturePackHDShader
name: stdtexture
texturepack: standard
# Standard texture cave view shader
- class: org.dynmap.hdmap.TexturePackHDCaveShader
name: stdtexture-cave
texturepack: standard
max-sky-light: 0
min-emitted-light: 1
# Standard texture underwater view shader
- class: org.dynmap.hdmap.TexturePackHDUnderwaterShader
name: stdtexture-underwater
texturepack: standard
# Standard texture underwater view shader (with land not hidden)
- class: org.dynmap.hdmap.TexturePackHDUnderwaterShader
name: stdtexture-underwater-keep-land
texturepack: standard
hide-land: false
# Texture pack based shader for standard Minecraft textures, without biome-tinted grass/leaves
- class: org.dynmap.hdmap.TexturePackHDShader
name: stdtexture-nobiome
texturepack: standard
biomeshaded: false
# Texture pack based shader for standard Minecraft textures, with grid for region file borders (512x512)
- class: org.dynmap.hdmap.TexturePackHDShader
name: stdtexture-mcr-grid
texturepack: standard
grid-scale: 512
# Topological map shader
- class: org.dynmap.hdmap.TopoHDShader
name: topo
color127: "#FFFFFF"
color111: "#8B4513"
color95: "#D2B48C"
color79: "#FFFF00"
color63: "#008000"
color47: "#228B22"
color31: "#104010"
color15: "#6B8E23"
color0: "#696969"
linecolor: "#000000"
watercolor: "#0000FF"
wateralpha: 1.0
# Topological map shader (spread over 256 height)
- class: org.dynmap.hdmap.TopoHDShader
name: topo256
color255: "#FFFFFF"
color222: "#8B4513"
color190: "#D2B48C"
color158: "#FFFF00"
color126: "#008000"
color94: "#228B22"
color62: "#104010"
color30: "#6B8E23"
color0: "#696969"
linecolor: "#000000"
watercolor: "#0000FF"
wateralpha: 1.0
# Topological map shader (hide plants and other soft features)
- class: org.dynmap.hdmap.TopoHDShader
name: topo-noplants
color127: "#FFFFFF"
color111: "#8B4513"
color95: "#D2B48C"
color79: "#FFFF00"
color63: "#008000"
color47: "#228B22"
color31: "#104010"
color15: "#6B8E23"
color0: "#696969"
linecolor: "#000000"
watercolor: "#0000FF"
wateralpha: 1.0
hiddenids: [ 6, 17, 18, 31, 32, 37, 38, 39, 40, 50, 55, 78, 81, 83, 86, 99, 100, 103, 104, 105, 111, 115 ]
# Topological map shader (hide plants and other soft features)
- class: org.dynmap.hdmap.TopoHDShader
name: topo256-noplants
color255: "#FFFFFF"
color222: "#8B4513"
color190: "#D2B48C"
color158: "#FFFF00"
color126: "#008000"
color94: "#228B22"
color62: "#104010"
color30: "#6B8E23"
color0: "#696969"
linecolor: "#000000"
watercolor: "#0000FF"
wateralpha: 1.0
hiddenids: [ 6, 17, 18, 31, 32, 37, 38, 39, 40, 50, 55, 78, 81, 83, 86, 99, 100, 103, 104, 105, 111, 115 ]
# Alternate topological map shader (thanks to TerraNetworkOrg!)
- class: org.dynmap.hdmap.TopoHDShader
name: TerraNetworkOrgTopo
color127: "#4F2101"
color120: "#8B4513"
color108: "#D2B48C"
color96: "#C99653"
color84: "#CB9C0B"
color72: "#B1B62E"
color60: "#0F8D0F"
color48: "#14703B"
color36: "#106343"
color24: "#0E5347"
color12: "#939393"
color0: "#696969"
linecolor: "#000000"
watercolor: "#1F1FEA"
wateralpha: 1.0
# Inhabited time map shader
- class: org.dynmap.hdmap.InhabitedHDShader
name: inhabited
color10: "#0000FF"
color30: "#00FFFF"
color100: "#008000"
color300: "#FFFF00"
color1000: "#FF8000"
color3000: "#FF0000"
# Chunk version shader (shades by version of data format)
- class: org.dynmap.hdmap.ChunkVersionHDShader
name: chunkversion
# Chunk status shader (shades by chunk state)
- class: org.dynmap.hdmap.ChunkStatusHDShader
name: chunkstatus

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@ -0,0 +1,37 @@
version: 0.20
#
# Default template for "Nether" environment worlds (deftemplatesuffix="hi_boost_vhi")
# Uses the HDMap renderer with view from the SE with the "hires" resolution (16 pixels per block edge), with resolution boosted
# tiles rendered at 'vhires' resolution (32 pixels perblock edge)
#
# This file MAY need to be replaced during an upgrade - rename file to 'custom-nether-hi_boost_vhi.txt' if you wish to customize it
#
templates:
# Nether world template (HDMap hires with vhires boost)
nether-hi_boost_vhi:
enabled: true
# Number of extra zoom-out levels for world (each level is twice as big as the previous one)
extrazoomout: 2
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
mapzoomin: 4
- class: org.dynmap.hdmap.HDMap
name: nether
title: "Surface"
prefix: nt
perspective: iso_SE_30_hires
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
mapzoomin: 2
boostzoom: 1

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@ -0,0 +1,37 @@
version: 0.20
#
# Default template for "Nether" environment worlds (deftemplatesuffix="hi_boost_xhi")
# Uses the HDMap renderer with view from the SE with the "hires" resolution (16 pixels per block edge), with resolution boosted
# tiles rendered at 'xhires' resolution (64 pixels perblock edge)
#
# This file MAY need to be replaced during an upgrade - rename file to 'custom-nether-hi_boost_xhi.txt' if you wish to customize it
#
templates:
# Nether world template (HDMap hires with xhires boost)
nether-hi_boost_xhi:
enabled: true
# Number of extra zoom-out levels for world (each level is twice as big as the previous one)
extrazoomout: 2
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
mapzoomin: 5
- class: org.dynmap.hdmap.HDMap
name: nether
title: "Surface"
prefix: nt
perspective: iso_SE_30_hires
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
mapzoomin: 3
boostzoom: 2

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version: 0.20
#
# Default template for "Nether" environment worlds (deftemplatesuffix="hires")
# Uses the HDMap renderer with view from the SE with the "hires" resolution (16 pixels per block edge)
#
# This file MAY need to be replaced during an upgrade - rename file to 'custom-nether-hires.txt' if you wish to customize it
#
templates:
# Nether world template (HDMap hires)
nether-hires:
enabled: true
# Number of extra zoom-out levels for world (each level is twice as big as the previous one)
extrazoomout: 2
#center:
# x: 0
# y: 64
# z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
mapzoomin: 1
- class: org.dynmap.hdmap.HDMap
name: nether
title: "Surface"
prefix: nt
perspective: iso_SE_30_hires
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
mapzoomin: 1

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@ -0,0 +1,38 @@
version: 0.20
#
# Default template for "Nether" environment worlds (deftemplatesuffix="low_boost_hi")
# Uses the HDMap renderer with view from the SE with the "lowres" resolution (4 pixels per block edge), with boosted tiles
# rendered at "hires" (16 pixels per block edge)
#
# This file MAY need to be replaced during an upgrade - rename file to 'custom-nether-low_boost_hi.txt' if you wish to customize it
#
templates:
# Nether world template (HDMap lowres, with hires boost)
nether-low_boost_hi:
enabled: true
# Number of extra zoom-out levels for world (each level is twice as big as the previous one)
extrazoomout: 2
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
# Adjust extra zoom in levels - default is 2
mapzoomin: 4
- class: org.dynmap.hdmap.HDMap
name: nether
title: "Surface"
prefix: nt
perspective: iso_SE_30_lowres
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
# Adjust extra zoom in levels - default is 2
mapzoomin: 4
boostzoom: 2

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version: 0.20
#
# Default template for "Nether" environment worlds (deftemplatesuffix="lowres")
# Uses the HDMap renderer with view from the SE with the "lowres" resolution (4 pixels per block edge)
#
# This file MAY need to be replaced during an upgrade - rename file to 'custom-nether-lowres.txt' if you wish to customize it
#
templates:
# Nether world template (HDMap lowres)
nether-lowres:
enabled: true
# Number of extra zoom-out levels for world (each level is twice as big as the previous one)
extrazoomout: 2
#center:
# x: 0
# y: 64
# z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
# Adjust extra zoom in levels - default is 2
mapzoomin: 2
- class: org.dynmap.hdmap.HDMap
name: nether
title: "Surface"
prefix: nt
perspective: iso_SE_60_lowres
shader: stdtexture
lighting: nethershadows
# Map background color (day or night)
background: "#300806"
# Adjust extra zoom in levels - default is 2
mapzoomin: 2

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