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World height
BiomeHeight:0.1
The height of the biome. 0.0 is half of map height. Doesn't work when
ModeTerrainin the WorldConfig is set to OldGenerator.
-2.0 is currently (checked in 2.1.8 & 2.2.5) bugged; no landmass generates:
Conversion table between the actual height and the
BiomeHeight(because worlds are never completely flat, you may see some differences):
| BiomeHeight | WorldHeightBits:7 | WorldHeightBits:8 |
|---|---|---|
| -4 | 0 | 0 |
| -3.5 | 7 | 10 |
| -3 | 16 | 28 |
| -2.5 | 24 | 45 |
| -2 | Error | Error |
| -1.99 | 32 | 60 |
| -1.5 | 40 | 78 |
| -1 | 48 | 95 |
| -0.5 | 57 | 111 |
| 0 | 67 | 128 |
| 0.5 | 76 | 144 |
| 1 | 85 | 156 |
| 1.5 | 94 | 173 |
| 2 | 102 | 190 |
| 2.5 | 111 | 207 |
| 3 | 119 | 223 |
| 3.5 | 128 | 240 |
| 4 | 128 | 255 |
BiomeVolatility:0.3
How hilly the biome is. Doesn't work when
ModeTerrainin the WorldConfig is set to OldGenerator.
MaxAverageHeight:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageDepth:0.0
If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the bottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
Volatility1:0.0
Volatility2:0.0
Another type of noise. This noise is independent from the place in the biome. That means that even if you set this to someting high (like 1.0), there will still be some flat areas. The larger the values the more chaotic/volatile landscape generation becomes.
Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
VolatilityWeight1:0.5
VolatilityWeight2:0.45
Adjusts the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
DisableBiomeHeight:false
Disables all noises except Volatility1 and Volatility2. Disables default block chance from height: normally lower areas are filled with stone and higher areas are air. If you set this to true, you will get a Nether/Skylands-like world (depending on the values used in CustomHeightControl).
CustomHeightControl: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
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. You can for example make underground caves or floating islands with this.
Values which affect your configuration can only be found by experimenting. Values may be very high or very low, like ~3000.0 depends from height
Example:
CustomHeightControl:0.0,-2500.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
Makes empty layer above bedrock layer. Looks like an underground cave. You can also create skylands with this if you set first 8 values to something near -2500.0.

