Terrain Control

Terrain Control

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Land generation while ImageMode:FillEmpty

DarthRiddle opened this issue ยท 5 comments

commented

Terrain Control v2.4.14
craftbukkit-1.6.2-R0.2-20130814.074349-13
MC1.6.2

While using FillEmpty with Ocean I am getting some land generation outside of the area that land is set in the Map.png

Area effected (3) circled in yellow.

Even with a new generation and different map this starts to happen.

Im attaching the worldconfig as also.

Thank you,

DarthRiddle
tc
cfg

commented

What biome is in this land ?

commented

I feel quite silly, its Ocean.

Here is the config

This is the biome config file of the Ocean biome, which is one of the vanilla biomes.

#######################################################################

+-----------------------------------------------------------------+

| Biome placement |

+-----------------------------------------------------------------+

#######################################################################

Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).

Higher numbers give a smaller biome, lower numbers a larger biome.

Oceans and rivers are generated using a dirrerent algorithm in the default settings,

(they aren't in one of the biome lists), so this setting won't affect them.

BiomeSize:4

Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.

Example for normal biome :

100 rarity mean 1/6 chance than other ( with 6 default normal biomes).

50 rarity mean 1/11 chance than other

For isle biome this is chance to spawn isle in good place.

Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.

BiomeRarity:100

The hexadecimal color value of this biome. Used in the output of the /tc map command,

and used in the input of BiomeMode:FromImage.

BiomeColor:0x3333FF

Biome name used as river in this biome. Leave empty to disable rivers.

RiverBiome:

Replace this biome to specified after all generations. Warning this will cause saplings and mob spawning work as in specified biome

ReplaceToBiomeName:

####################

Isle biomes only

####################

Biome name list where this biome will be spawned as isle. Like Mushroom isle in Ocean. This work only if this biome is in IsleBiomes in world config

IsleInBiome:

######################

Border biomes only

######################

Biome name list where this biome will be border.Like Mushroom isle shore. Use is compared as IsleInBiome

BiomeIsBorder:

Biome name list near border is not applied.

NotBorderNear:

#######################################################################

+-----------------------------------------------------------------+

| Biome height and volatility |

+-----------------------------------------------------------------+

#######################################################################

BiomeHeight mean how much height will be added in terrain generation

It is double value from -10.0 to 10.0

Value 0.0 equivalent half of map height with all other default settings

BiomeHeight:-1.0

Biome volatility.

BiomeVolatility:0.4

If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.

If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.

MaxAverageHeight:0.0

If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.

If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.

MaxAverageDepth:0.0

Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.

Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.

Volatility1:0.0
Volatility2:0.0

Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.

VolatilityWeight1:0.5
VolatilityWeight2:0.45

Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.

DisableBiomeHeight:false

List of custom height factor, 17 double entries, each entire control of about 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller

Values which affect your configuration may be found only experimental. That may be very big, like ~3000.0 depends from height

Example:

CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0

Make empty layer above bedrock layer.

CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0

#######################################################################

+-----------------------------------------------------------------+

| Blocks |

+-----------------------------------------------------------------+

#######################################################################

Surface block id

SurfaceBlock:2

Block id from stone to surface, like dirt in plain biome

GroundBlock:3

Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])

Example :

ReplacedBlocks:(GRASS,DIRT,100,127),(GRAVEL,GLASS)

Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height

ReplacedBlocks:None

#######################################################################

+-----------------------------------------------------------------+

| Water and ice |

+-----------------------------------------------------------------+

#######################################################################

Set this to false to use the water and ice settings of this biome.

UseWorldWaterLevel:true

Set water level. Every empty between this levels will be fill water or another block from WaterBlock.

WaterLevelMax:64
WaterLevelMin:0

BlockId used as water in WaterLevelMax

WaterBlock:9

BlockId used as ice. Ice only spawns if the BiomeTemperture is low enough.

IceBlock:79

#######################################################################

+-----------------------------------------------------------------+

| Visuals and weather |

+-----------------------------------------------------------------+

#######################################################################

Most of the settings here only have an effect on players with the client version of Terrain Control installed.

Biome temperature. Float value from 0.0 to 1.0.

BiomeTemperature:0.5

Biome wetness. Float value from 0.0 to 1.0.

BiomeWetness:0.5

Biome sky color.

SkyColor:0x7ba5ff

Biome water color multiplier.

WaterColor:0xffffff

Biome grass color.

GrassColor:0xffffff

Whether the grass color is a multiplier.

If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.

If you set it to false, the grass color will be just this color.

GrassColorIsMultiplier:true

Biome foliage color.

FoliageColor:0xffffff

Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.

FoliageColorIsMultiplier:true

#######################################################################

+-----------------------------------------------------------------+

| Resource queue |

+-----------------------------------------------------------------+

#######################################################################

This section control all resources spawning after terrain generation.

The resources will be placed in this order.

Keep in mind that a high size, frequency or rarity might slow down terrain generation.

Possible resources:

SmallLake(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude)

Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)

UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)

Ore(Block[:Data],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

UnderWaterOre(Block[:Data],Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])

CustomObject(Object[,AnotherObject[,...]])

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

Tree(Frequency,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])

Plant(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

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

Reed(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

Cactus(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

Liquid(Block[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

AboveWaterRes(Block[:Data],Frequency,Rarity)

Vines(Frequency,Rarity,MinAltitude,MaxAltitude)

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

Well(BaseBlock[:Data],HalfSlabBlock[:Data],WaterBlock[:Data],Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])

Block and BlockSource: can be id or name, Frequency - is count of attempts for place resource

Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass

MinAltitude and MaxAltitude: height limits

BlockSource: mean where or whereupon resource will be placed

TreeType: Tree - BigTree - Forest (a birch tree) - HugeMushroom (not a tree but still counts)

Taiga1 - Taiga2 - JungleTree (the huge jungle tree) - GroundBush - CocoaTree

You can also use your own custom objects, as long as they have set Tree to true in their settings.

TreeType_Chance: similar Rarity. Example:

Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),

if that fails, it attempts to place Taiga2 (100% chance).

Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can

also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn

one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have

this biome in their spawnInBiome setting.

Object_Chance: Like TreeType_Chance.

Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.

Liquid resource: a one-block water or lava source

SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks

Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).

CustomStructure resource: starts a BO3 structure in the chunk.

SmallLake(WATER,4,7.0,8,120)
SmallLake(LAVA,2,3.0,8,120)
UnderGroundLake(25,60,2,5.0,0,50)
Dungeon(8,100.0,0,128)
Ore(DIRT,32,20,100.0,0,128,STONE)
Ore(GRAVEL,32,10,100.0,0,128,STONE)
Ore(CLAY,32,1,100.0,0,128,STONE)
Ore(COAL_ORE,16,20,100.0,0,128,STONE)
Ore(IRON_ORE,8,20,100.0,0,64,STONE)
Ore(GOLD_ORE,8,2,100.0,0,32,STONE)
Ore(REDSTONE_ORE,7,8,100.0,0,16,STONE)
Ore(DIAMOND_ORE,7,1,100.0,0,16,STONE)
Ore(LAPIS_ORE,7,1,100.0,0,16,STONE)
UnderWaterOre(SAND,7,4,100.0,DIRT,GRASS)
UnderWaterOre(CLAY,4,1,100.0,DIRT,CLAY)
CustomObject(UseWorld)
Tree(1,BigTree,1,Tree,9)
Plant(RED_ROSE,2,100.0,0,128,GRASS,DIRT,SOIL)
Plant(YELLOW_FLOWER,2,100.0,0,128,GRASS,DIRT,SOIL)
Grass(LONG_GRASS,1,10,100.0,GRASS,DIRT)
Plant(PUMPKIN,1,3.0,0,128,GRASS)
Liquid(WATER,20,100.0,8,128,STONE)
Liquid(LAVA,10,100.0,8,128,STONE)

#######################################################################

+-----------------------------------------------------------------+

| Sapling resource |

+-----------------------------------------------------------------+

#######################################################################

Terrain Control allows you to grow your custom objects from saplings, instead

of the vanilla trees. Add one or more Sapling functions here to override vanilla

spawning for that sapling.

The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])

Works like Tree resource instead first parameter.

Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom

All - will make the tree spawn from all saplings, but not from mushrooms.

BigJungle - for when 4 jungle saplings grow at once.

RedMushroom/BrownMushroom - will only grow when bonemeal is used.

#######################################################################

+-----------------------------------------------------------------+

| Custom objects |

+-----------------------------------------------------------------+

#######################################################################

These objects will spawn when using the UseBiome keyword.

BiomeObjects:

#######################################################################

+-----------------------------------------------------------------+

| Structures |

+-----------------------------------------------------------------+

#######################################################################

Here you can change, enable or disable the stuctures.

If you have disabled the structure in the WorldConfig, it won't spawn,

regardless of these settings.

Disables strongholds for this biome. If there is no suitable biome nearby,

Minecraft will ignore this setting.

StrongholdsEnabled:false

Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.

NetherFortressesEnabled:true

The village type in this biome. Can be wood, sandstone or disabled.

VillageType:disabled

The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.

MineshaftRarity:1.0

The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut or disabled.

RareBuildingType:disabled

#######################################################################

+-----------------------------------------------------------------+

| Mob spawning |

+-----------------------------------------------------------------+

#######################################################################

Mob spawning control doesn't work in default biomes.

commented

That is just vanilla behaviour. You can use a lower BiomeVolatility or a lower BiomeHeight (but not -2.0, that value causes a division by zero).

Edit: those settings can be found in the OceanBiomeConfig.ini. BiomeVolatility will make the land less hilly, so less parts will be sticking out of the ocean. BiomeHeight will simply move all terrain down.

commented

must be in this config file, just keeps speckling land out of the ocean all over.

commented

As this is not a bug (more a feature in the default settings of Minecraft to give players a chance to survive in the ocean), I will close the issue. Please create a thread on the forums if you need more help.