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pack.yml
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pack.yml
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id: ORIGEN
version: 1.0.0
author: "Astrash, Sancires, Aureus, Rearth"
generator: NOISE_3D
addons:
biome-provider-pipeline-v2: "1.+"
biome-provider-single: "1.+"
biome-provider-extrusion: "1.+"
chunk-generator-noise-3d: "1.+"
config-biome: "1.+"
config-flora: "1.+"
config-noise-function: "1.+"
config-ore: "1.+"
config-palette: "1.+"
config-distributors: "1.+"
config-locators: "1.+"
config-feature: "1.+"
structure-terrascript-loader: "1.+"
structure-sponge-loader: "1.+"
language-yaml: "1.+"
generation-stage-feature: "1.+"
structure-function-check-noise-3d: "1.+"
palette-block-shortcut: "1.+"
structure-block-shortcut: "1.+"
terrascript-function-sampler: "1.+"
# ---
# Biome distribution
# ---
# Several preset biome providers are available to choose from below.
# Choosing which one is in use is as simple as commenting the enabled one
# (by adding a # at the start) and uncommenting the one you wish to use.
# If you want to tweak biome distribution, there are some basic
# parameters that can be found in the meta.yml config file.
# You can also further configure the behaviour of each preset in the
# referenced file(s) below.
# Default biome distribution
# biomes: $biome-distribution/presets/default.yml:biomes
biomes: $biome-distribution/presets/rearth.yml:biomes
# biomes: $biome-distribution/presets/single.yml:biomes
# ---
# Population stages
# ---
# Here are the population stages that occur after the initial terrain
# within a chunk is generated. Stages are ordered from top to bottom
# chronologically, where the top stage is executed first.
# If you wish to disable a generation stage, you can simply comment
# it out by prepending it with #, this is useful if you want
# something like a world without ores.
stages:
# Used to generate lava at the bottom of the world.
# NOTE - This key must only be defined in biomes/abstract/base.yml
- id: global-preprocessors
type: FEATURE
# Misc features that are treated as small modifications to the initial chunk generation.
- id: preprocessors
type: FEATURE
# Used for things like boulders and features that act like a part of the terrain.
- id: landforms
type: FEATURE
# Adds slab versions of some blocks to make terrain look smoother.
- id: slabs
type: FEATURE
# Self-explanatory - used to generate ores.
# NOTE - Individual biomes should extend from configs in biomes/abstract/features/ores
# rather than overwriting this key themselves.
- id: ores
type: FEATURE
# Adds things like dirt, andesite and gravel patches.
# NOTE - Individual biomes should extend from configs in biomes/abstract/features/deposits
# rather than overwriting this key themselves.
- id: deposits
type: FEATURE
# Used for biome specific river variant features.
# NOTE - Individual biomes should extend from configs in biomes/abstract/features/river
# rather than overwriting this key themselves.
- id: river-decoration
type: FEATURE
# Used for larger things that generate on the surface like trees, some other features are
# also treated as trees like ice spikes.
- id: trees
type: FEATURE
# Used for small features placed underwater like sea-grass.
- id: underwater-flora
type: FEATURE
# Used for small features placed on the surface like tall grass and vines.
- id: flora
type: FEATURE
# Used to generate features that must come after all other features, such as snow on trees.
- id: postprocessors
type: FEATURE
functions:
"<<":
- math/functions/terrace.yml:functions
- math/functions/interpolation.yml:functions
- math/functions/maskSmooth.yml:functions
- math/functions/clamp.yml:functions
samplers:
"<<":
- math/samplers/terrain.yml:samplers
- math/samplers/simplex.yml:samplers
- math/samplers/continents.yml:samplers
- math/samplers/precipitation.yml:samplers
- math/samplers/temperature.yml:samplers
- math/samplers/rivers.yml:samplers
- math/samplers/spots.yml:samplers
blend:
palette:
resolution: 2
amplitude: 2
sampler:
type: WHITE_NOISE
slant:
calculation-method: DotProduct