Skip to content
Hex27 edited this page Sep 27, 2020 · 10 revisions

heightmap.mountain-frequency ( 0.002 )

The frequency at which mountains spawn. A higher value leads to more, but smaller, mountains. A lower value leads to larger, but rarer, mountains.


heightmap.oceanic-frequency ( 0.001 )

The frequency at which oceans spawn. A higher value leads to more, but smaller, oceans. A lower value leads to larger, but rarer, oceans.


heightmap.sea-level ( 62 )

any air at this value and below will be filled with water. This value is also used to calculate the "middlepoint" of the world's height (sea-level+13, to be precise), so all land will have a different elevation as well if you change this value. Watch out to not raise it too high or low, as Minecraft's bedrock limits are quite restrictive. Not recommended to change.


heightmap.deep-sea-level ( 35 )

Any ocean with an ocean floor at 35 or below will be considered a deep sea biome. This is important for spawning Monuments.


biome.temperature-frequency ( 0.001 )

The frequency for biome temperature. Normally edited together with moisture frequency. A higher frequency means more, but smaller, hot biomes.


biome.moisture-frequency ( 0.001 )

The frequency for biome moisture. Normally edited together with temperature frequency. A higher frequency means more, but smaller, wet biomes.


biome.dithering ( 0.1d )

Between biome borders, there is a slight dithering effect where biomes "blend" into one another. A higher value for this increases the size of this blend zone, while a smaller value reduces the size.


biome.min-mountain-height ( 85 )

Any land generated at this height and above will be treated as a mountain. Subject to a random dither of 0 to 5. So this height plus 5 will be where it is 100% mountains, while at this height alone it would be a mix of mountain and flat biomes.


biome.desert-mountains.place-yellow-concrete ( true )

If this is true, desert mountains biome will use yellow concrete for a small percentage of shallow underground rock


biome.desert-mountains.place-yellow-concrete-powder ( true )

If this is true, desert mountains biome will use yellow concrete powder for their surface sand for texturing purposes.


biome.river.clay.chance-out-of-thousand ( 20 )

The chance for clay to spawn in rivers, out of 1000.


biome.swamp.clay.chance-out-of-thousand ( 20 )

The chance for clay to spawn in swamps, out of 1000.


biome.lukewarm-ocean.coral.minheight ( 42 )

The minimum Y for corals to spawn. Refers to the seabed's Y. Setting this to Y>sealevel effectively disables corals.


biome.lukewarm-ocean.coral.maxheight ( 52 )

The maximum Y for corals to spawn. Refers to the seabed's Y. Remember to make this higher than the above setting


misc.smooth-design ( false )

Unused config option removed in recent versions of TerraformGenerator


misc.custom-small-trees-from-saplings.enabled ( false )

If this is enabled, growing trees from vanilla saplings will grow into TerraformGenerator small trees.


misc.custom-small-trees-from-saplings.big-jungle-tree ( true )

Requires the above to be true. If this is true, spawning a big jungle tree will spawn a TerraformGenerator large jungle tree.


dev-stuff.experimental-structure-placement ( false )

Experimental structure placement technique that may or may not be faster. You need a lighting-update plugin to use this feature, if not structures will generate without updated light values.


dev-stuff.debug-mode ( false )

Verbose printing in console. Generally, nobody should have this on but me.


dev-stuff.attempt-fixing-premature-generations ( true )

By right, this won't do anything anymore, as newer versions of TerraformGenerator fix the underlying problem. Good to keep on in case of some kind of weird edge case.


caves.allow-flooded-caves ( true )

Unused. Flooded caves are always off now as they weren't well integrated into oceans.


caves.allow-flooded-ravines ( true )

Unused. Same as above.


structures.technical.megachunk.bitshifts ( 6 )

Size of each megachunk. By default, a bitshift of 6 means that one mega chunk is 64x64 chunks. A bitshift of, for example, 2 makes megachunks 4x4. Structures use one mega chunk to spawn, so for example, one mega chunk will only try to spawn a village house once. Making this value larger will make structures (exponentially) more sparse, while making it smaller will greatly boost structure spawn-rates. Be careful making structures too common, spigot API has a bug where world generation will never stop.


structures.stronghold.enabled ( true )

Enable stronghold spawning. Note that disabling this doesn't stop /locate.


structures.monument.enabled ( true )

Enable monument spawning.


structures.monument.spawn-ratio ( 1.0 )

When a location for monuments is found, this is the chance to spawn a monument. This takes in decimal values, where 0.0 is 0% and 1.0 is 100%. By default, monuments are quite rare already, so keeping this value at 1.0 is mostly acceptable.


structures.farmhouse.enabled ( true )

Enable farmhouse village houses


structures.animalfarm.enabled ( true )

Enable animal farm village houses


structures.swamphut.enabled ( true )

Enable spawning witch huts


structures.swamphut.chance-out-of-10000 ( 10 )

The chance for a swamp hut to spawn in each swamp chunk.


structures.underground-dungeon.enabled ( true )

Enable underground mossy dungeons.


structures.drowned-dungeon.enabled ( true )

Enable in-ocean drowned dungeons. (Effectively ruins)


structures.shipwreck.enabled ( true )

Enable shipwreck spawning.


structures.mineshaft.enabled ( true )

Enable mineshaft spawning.


structures.mineshaft.chance ( 75 )

Chance for a mineshaft to spawn every mega chunk, out of 100. Mineshafts slow generation down significantly because of how common they are, along with their complexity to spawn, so I set this to 0 when I'm just testing stuff. Reduce this to reduce the number of mineshafts around.


structures.largecave.enabled ( true )

Enable large caves.


structures.largecave.chance ( 75 )

Chance for a large cave to spawn every mega chunk, out of 100.


animals.bee.hive-frequency ( 0.02 )

Chance for a bee hive to spawn on an oak tree, 3 d.p.


animals.anything.min-herd-size ( 3 )

Minimum number of animals to spawn per herd


animals.anything.max-herd-size ( 4 )

Maximum number of animals to spawn per herd


animals.anything.chance ( 2 )

Chance for a herd to spawn per chunk, in valid chunks (e.g. cows don't spawn in the sea, polar bears don't spawn in deserts etc), out of 100. What a valid chunk is follows vanilla spawning behaviour.


ore.anything.chance-per-chunk ( 70 )

This chance refers to the chance of this ore spawning per try to spawn 1 vein.


ore.anything.max-vein-size ( 30 )

Maximum size of one vein


ore.anything.max-vein-count ( 50 )

Maximum number of times to try to spawn this ore in a chunk


ore.anything.common-spawn-height ( 128 )

Default Description


ore.anything.max-spawn-height ( 131 )

This ore can spawn up to this height, but it is rarer if it's above common-spawn-height


ore.anything.min-spawn-height ( 5 )

Refers to the minimum Y at which this ore can spawn


Clone this wiki locally