775 lines
34 KiB
TOML
775 lines
34 KiB
TOML
|
|
||
|
#Basic configuration options
|
||
|
# 'Spacing' and 'Separation' values are useful if you want to tweak
|
||
|
# the amount of structures that generate.
|
||
|
# Keep in mind that spacing has to be higher than separation.
|
||
|
# I.e.: shirazPalaceSpacing = 1, shirazPalaceSeparation = 0 will generate the 'Shiraz Palace' on every possible chunk.
|
||
|
# 'SpawnpointSeparation', on the other hand, is used to prevent structures from generating near x = 0, z = 0.
|
||
|
# Further customization options are available through datapacks. This includes structure layout, loot and mobs."
|
||
|
["When Configurations Arise"]
|
||
|
|
||
|
["When Configurations Arise"."Desertic Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Desertic Structures"."Ceryneian Hind Spawning Settings"]
|
||
|
#Maximum separation between Ceryneian Hinds (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
ceryneianHindSpacing = 80
|
||
|
#Whether cartographer villagers generate maps for Ceryneian Hinds or not.
|
||
|
ceryneianHindMapTrades = true
|
||
|
#Whether Ceryneian Hinds generate on your worlds or not.
|
||
|
ceryneianHindGenerates = true
|
||
|
#The point in which Ceryneian Hinds will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
ceryneianHindSpawnpointSeparation = 800
|
||
|
#Minimum spacing between Ceryneian Hinds (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
ceryneianHindSeparation = 70
|
||
|
#Whether Ceryneian Hinds adapt the terrain around them or not.
|
||
|
ceryneianHindTransformsTerrain = false
|
||
|
#Number of Jigsaw iterations when generating a Ceryneian Hind.
|
||
|
#Range: 0 ~ 1000000
|
||
|
ceryneianHindSize = 10
|
||
|
|
||
|
["When Configurations Arise"."Desertic Structures"."Shiraz Palace Spawning Settings"]
|
||
|
#Minimum spacing between Shiraz Palaces (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
shirazPalaceSeparation = 140
|
||
|
#Whether Shiraz Palaces generate on your worlds or not.
|
||
|
shirazPalaceGenerates = true
|
||
|
#Maximum separation between Shiraz Palaces (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
shirazPalaceSpacing = 160
|
||
|
#Whether Shiraz Palaces adapt the terrain around them or not.
|
||
|
shirazPalaceTransformsTerrain = false
|
||
|
#The point in which Shiraz Palaces will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
shirazPalaceSpawnpointSeparation = 1000
|
||
|
#Number of Jigsaw iterations when generating a Shiraz Palace.
|
||
|
#Range: 0 ~ 1000000
|
||
|
shirazPalaceSize = 50
|
||
|
#Whether cartographer villagers generate maps for Shiraz Palaces or not.
|
||
|
shirazPalaceMapTrades = true
|
||
|
|
||
|
["When Configurations Arise"."Haunted Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Haunted Structures"."Infested Temple Spawning Settings"]
|
||
|
#Minimum spacing between Infested Temples (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
infestedTempleSeparation = 100
|
||
|
#Number of Jigsaw iterations when generating an Infested Temple.
|
||
|
#Range: 0 ~ 1000000
|
||
|
infestedTempleSize = 100
|
||
|
#Whether Infested Temples adapt the terrain around them or not.
|
||
|
infestedTempleTransformsTerrain = false
|
||
|
#The point in which Infested Temples will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
infestedTempleSpawnpointSeparation = 1000
|
||
|
#Maximum separation between Infested Temples (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
infestedTempleSpacing = 140
|
||
|
#Whether cartographer villagers generate maps for Infested Temples or not.
|
||
|
infestedTempleMapTrades = true
|
||
|
#Whether Infested Temples generate on your worlds or not.
|
||
|
infestedTempleGenerates = true
|
||
|
|
||
|
["When Configurations Arise"."Haunted Structures"."Plague Asylum Spawning Settings"]
|
||
|
#Minimum spacing between Plague Asylums (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
plagueAsylumSeparation = 200
|
||
|
#The point in which Plague Asylums will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
plagueAsylumSpawnpointSeparation = 600
|
||
|
#Maximum separation between Plague Asylums (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
plagueAsylumSpacing = 240
|
||
|
#Whether cartographer villagers generate maps for Plague Asylums or not.
|
||
|
plagueAsylumMapTrades = true
|
||
|
#Whether Plague Asylums adapt the terrain around them or not.
|
||
|
plagueAsylumTransformsTerrain = false
|
||
|
#Whether Plague Asylums generate on your worlds or not.
|
||
|
plagueAsylumGenerates = true
|
||
|
#Number of Jigsaw iterations when generating a Plague Asylum.
|
||
|
#Range: 0 ~ 1000000
|
||
|
plagueAsylumSize = 35
|
||
|
|
||
|
["When Configurations Arise"."Fungi Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Fungi Structures"."Mushroom Village Spawning Settings"]
|
||
|
#Whether Mushroom Villages adapt the terrain around them or not.
|
||
|
mushroomVillageTransformsTerrain = true
|
||
|
#Minimum spacing between Mushroom Villages (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomVillageSeparation = 20
|
||
|
#Whether cartographer villagers generate maps for Mushroom Villages or not.
|
||
|
mushroomVillageMapTrades = true
|
||
|
#Number of Jigsaw iterations when generating a Mushroom Village.
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomVillageSize = 6
|
||
|
#Whether Mushroom Villages generate on your worlds or not.
|
||
|
mushroomVillageGenerates = true
|
||
|
#Maximum separation between Mushroom Villages (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomVillageSpacing = 60
|
||
|
#The point in which Mushroom Villages will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomVillageSpawnpointSeparation = 800
|
||
|
|
||
|
["When Configurations Arise"."Fungi Structures"."Giant Mushroom Spawning Settings"]
|
||
|
#Maximum separation between Giant Mushrooms (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
giantMushroomSpacing = 80
|
||
|
#The point in which Giant Mushroom will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
giantMushroomSpawnpointSeparation = 1
|
||
|
#Whether Giant Mushroom generate on your worlds or not.
|
||
|
giantMushroomGenerates = true
|
||
|
#Number of Jigsaw iterations when generating a Giant Mushroom.
|
||
|
#Range: 0 ~ 1000000
|
||
|
giantMushroomSize = 10
|
||
|
#Whether cartographer villagers generate maps for Giant Mushroom or not.
|
||
|
giantMushroomMapTrades = false
|
||
|
#Minimum spacing between Giant Mushrooms (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
giantMushroomSeparation = 40
|
||
|
#Whether Giant Mushroom adapt the terrain around them or not.
|
||
|
giantMushroomTransformsTerrain = false
|
||
|
|
||
|
["When Configurations Arise"."Fungi Structures"."Mushroom Mines Spawning Settings"]
|
||
|
#Maximum separation between Mushroom Mines (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomMinesSpacing = 80
|
||
|
#Number of Jigsaw iterations when generating a Mushroom Mine.
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomMinesSize = 100
|
||
|
#The point in which Mushroom Mines will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomMinesSpawnpointSeparation = 800
|
||
|
#Whether Mushroom Mines adapt the terrain around them or not.
|
||
|
mushroomMinesTransformsTerrain = true
|
||
|
#Whether cartographer villagers generate maps for Mushroom Mines or not.
|
||
|
mushroomMinesMapTrades = true
|
||
|
#Whether Mushroom Mines generate on your worlds or not.
|
||
|
mushroomMinesGenerates = true
|
||
|
#Minimum spacing between Mushroom Mines (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomMinesSeparation = 40
|
||
|
|
||
|
["When Configurations Arise"."Fungi Structures"."Mushroom House Spawning Settings"]
|
||
|
#Whether cartographer villagers generate maps for Mushroom House or not.
|
||
|
mushroomHouseMapTrades = false
|
||
|
#Whether Mushroom House generate on your worlds or not.
|
||
|
mushroomHouseGenerates = true
|
||
|
#Maximum separation between Mushroom House (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomHouseSpacing = 80
|
||
|
#Minimum spacing between Mushroom House (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomHouseSeparation = 40
|
||
|
#Whether Mushroom House adapt the terrain around them or not.
|
||
|
mushroomHouseTransformsTerrain = false
|
||
|
#Number of Jigsaw iterations when generating a Mushroom House.
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomHouseSize = 10
|
||
|
#The point in which Mushroom House will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
mushroomHouseSpawnpointSeparation = 1
|
||
|
|
||
|
["When Configurations Arise"."Underworld Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Underworld Structures"."Scorched Mines Spawning Settings"]
|
||
|
#Whether cartographer villagers generate maps for Scorched Mines or not.
|
||
|
scorchedMinesMapTrades = true
|
||
|
#Whether Scorched Mines generate on your worlds or not.
|
||
|
scorchedMinesGenerates = true
|
||
|
#Maximum separation between Scorched Mines (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
scorchedMinesSpacing = 120
|
||
|
#Number of Jigsaw iterations when generating an Scorched Mines.
|
||
|
#Range: 0 ~ 1000000
|
||
|
scorchedMinesSize = 12
|
||
|
#Minimum spacing between Scorched Mines (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
scorchedMinesSeparation = 90
|
||
|
#Whether Scorched Mines adapt the terrain around them or not.
|
||
|
scorchedMinesTransformsTerrain = false
|
||
|
#The point in which Scorched Mines will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
scorchedMinesSpawnpointSeparation = 500
|
||
|
|
||
|
["When Configurations Arise"."Underworld Structures"."Mining System Spawning Settings"]
|
||
|
#Number of Jigsaw iterations when generating an Mining System.
|
||
|
#Range: 0 ~ 1000000
|
||
|
miningSystemSize = 20
|
||
|
#Maximum separation between Mining Systems (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
miningSystemSpacing = 90
|
||
|
#Whether cartographer villagers generate maps for Mining Systems or not.
|
||
|
miningSystemMapTrades = true
|
||
|
#Whether Mining Systems generate on your worlds or not.
|
||
|
miningSystemGenerates = true
|
||
|
#Minimum spacing between Mining Systems (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
miningSystemSeparation = 60
|
||
|
#Whether Mining Systems adapt the terrain around them or not.
|
||
|
miningSystemTransformsTerrain = false
|
||
|
#The point in which Mining Systems will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
miningSystemSpawnpointSeparation = 1
|
||
|
|
||
|
["When Configurations Arise"."Underworld Structures"."Foundry Spawning Settings"]
|
||
|
#Whether Foundries adapt the terrain around them or not.
|
||
|
foundryTransformsTerrain = false
|
||
|
#Minimum spacing between Foundries (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
foundrySeparation = 60
|
||
|
#Whether cartographer villagers generate maps for Foundries or not.
|
||
|
foundryMapTrades = true
|
||
|
#The point in which Foundries will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
foundrySpawnpointSeparation = 1
|
||
|
#Number of Jigsaw iterations when generating an Foundry.
|
||
|
#Range: 0 ~ 1000000
|
||
|
foundrySize = 20
|
||
|
#Maximum separation between Foundries (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
foundrySpacing = 120
|
||
|
#Whether Foundries generate on your worlds or not.
|
||
|
foundryGenerates = true
|
||
|
|
||
|
["When Configurations Arise"."Jungle Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Jungle Structures"."Jungle Tree House Spawning Settings"]
|
||
|
#Number of Jigsaw iterations when generating a Jungle Tree House.
|
||
|
#Range: 0 ~ 1000000
|
||
|
jungleTreeHouseSize = 50
|
||
|
#Whether cartographer villagers generate maps for Jungle Tree Houses or not.
|
||
|
jungleTreeHouseMapTrades = true
|
||
|
#The point in which Jungle Tree Houses will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
jungleTreeHouseSpawnpointSeparation = 1000
|
||
|
#Whether Jungle Tree Houses adapt the terrain around them or not.
|
||
|
jungleTreeHouseTransformsTerrain = false
|
||
|
#Whether Jungle Tree Houses generate on your worlds or not.
|
||
|
jungleTreeHouseGenerates = true
|
||
|
#Maximum separation between Jungle Tree Houses (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
jungleTreeHouseSpacing = 160
|
||
|
#Minimum spacing between Jungle Tree Houses (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
jungleTreeHouseSeparation = 140
|
||
|
|
||
|
["When Configurations Arise"."Eerie Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Eerie Structures"."Heavenly Challenger Spawning Settings"]
|
||
|
#Maximum separation between Heavenly Challengers (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyChallengerSpacing = 340
|
||
|
#Whether cartographer villagers generate maps for Heavenly Challengers or not.
|
||
|
heavenlyChallengerMapTrades = true
|
||
|
#Number of Jigsaw iterations when generating an Heavenly Challenger.
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyChallengerSize = 20
|
||
|
#Whether Heavenly Challengers adapt the terrain around them or not.
|
||
|
heavenlyChallengerTransformsTerrain = false
|
||
|
#Whether Heavenly Challengers generate on your worlds or not.
|
||
|
heavenlyChallengerGenerates = true
|
||
|
#Minimum spacing between Heavenly Challengers (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyChallengerSeparation = 290
|
||
|
#The point in which Heavenly Challengers will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyChallengerSpawnpointSeparation = 1200
|
||
|
|
||
|
["When Configurations Arise"."Eerie Structures"."Heavenly Conqueror Spawning Settings"]
|
||
|
#Number of Jigsaw iterations when generating an Heavenly Conqueror.
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyConquerorSize = 20
|
||
|
#The point in which Heavenly Conquerors will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyConquerorSpawnpointSeparation = 800
|
||
|
#Whether cartographer villagers generate maps for Heavenly Conquerors or not.
|
||
|
heavenlyConquerorMapTrades = true
|
||
|
#Maximum separation between Heavenly Conquerors (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyConquerorSpacing = 230
|
||
|
#Whether Heavenly Conquerors generate on your worlds or not.
|
||
|
heavenlyConquerorGenerates = true
|
||
|
#Minimum spacing between Heavenly Conquerors (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyConquerorSeparation = 190
|
||
|
#Whether Heavenly Conquerors adapt the terrain around them or not.
|
||
|
heavenlyConquerorTransformsTerrain = false
|
||
|
|
||
|
["When Configurations Arise"."Eerie Structures"."Aviary Spawning Settings"]
|
||
|
#Whether cartographer villagers generate maps for Aviaries or not.
|
||
|
aviaryMapTrades = true
|
||
|
#Minimum spacing between Aviaries (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
aviarySeparation = 110
|
||
|
#Whether Aviaries adapt the terrain around them or not.
|
||
|
aviaryTransformsTerrain = false
|
||
|
#Maximum separation between Aviaries (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
aviarySpacing = 140
|
||
|
#Number of Jigsaw iterations when generating an Aviary.
|
||
|
#Range: 0 ~ 1000000
|
||
|
aviarySize = 20
|
||
|
#Whether Aviaries generate on your worlds or not.
|
||
|
aviaryGenerates = true
|
||
|
#The point in which Aviaries will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
aviarySpawnpointSeparation = 500
|
||
|
|
||
|
["When Configurations Arise"."Eerie Structures"."Heavenly Rider Spawning Settings"]
|
||
|
#Maximum separation between Heavenly Riders (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyRiderSpacing = 180
|
||
|
#Whether Heavenly Riders adapt the terrain around them or not.
|
||
|
heavenlyRiderTransformsTerrain = false
|
||
|
#Number of Jigsaw iterations when generating an Heavenly Rider.
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyRiderSize = 20
|
||
|
#Minimum spacing between Heavenly Riders (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyRiderSeparation = 160
|
||
|
#Whether cartographer villagers generate maps for Heavenly Riders or not.
|
||
|
heavenlyRiderMapTrades = true
|
||
|
#Whether Heavenly Riders generate on your worlds or not.
|
||
|
heavenlyRiderGenerates = true
|
||
|
#The point in which Heavenly Riders will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
heavenlyRiderSpawnpointSeparation = 500
|
||
|
|
||
|
["When Configurations Arise"."Bandit Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Bandit Structures"."Bandit Towers Spawning Settings"]
|
||
|
#Whether cartographer towersrs generate maps for Bandit Towers or not.
|
||
|
banditTowersMapTrades = true
|
||
|
#Whether Bandit Towerss generate on your worlds or not.
|
||
|
banditTowersGenerates = true
|
||
|
#Maximum separation between Bandit Towerss (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditTowersSpacing = 45
|
||
|
#Minimum spacing between Bandit Towers (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditTowersSeparation = 35
|
||
|
#Number of Jigsaw iterations when generating Bandit Towers.
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditTowersSize = 50
|
||
|
#Whether Bandit Towerss adapt the terrain around them or not.
|
||
|
banditTowersTransformsTerrain = false
|
||
|
#The point in which Bandit Towers will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditTowersSpawnpointSeparation = 1
|
||
|
|
||
|
["When Configurations Arise"."Bandit Structures"."Bandit Village Spawning Settings"]
|
||
|
#Maximum separation between Bandit Villages (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditVillageSpacing = 45
|
||
|
#Whether cartographer villagers generate maps for Bandit Villages or not.
|
||
|
banditVillageMapTrades = true
|
||
|
#Number of Jigsaw iterations when generating a Bandit Village.
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditVillageSize = 13
|
||
|
#Minimum spacing between Bandit Villages (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditVillageSeparation = 35
|
||
|
#The point in which Bandit Villages will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
banditVillageSpawnpointSeparation = 1
|
||
|
#Whether Bandit Villages generate on your worlds or not.
|
||
|
banditVillageGenerates = true
|
||
|
#Whether Bandit Villages adapt the terrain around them or not.
|
||
|
banditVillageTransformsTerrain = true
|
||
|
|
||
|
["When Configurations Arise"."Campsite Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Campsite Structures"."Merchant Campsite Spawning Settings"]
|
||
|
#Whether merchant Campsites adapt the terrain around them or not.
|
||
|
merchantCampsiteTransformsTerrain = true
|
||
|
#Number of Jigsaw iterations when generating an merchant Campsite.
|
||
|
#Range: 0 ~ 1000000
|
||
|
merchantCampsiteSize = 10
|
||
|
#Minimum spacing between merchant Campsites (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
merchantCampsiteSeparation = 40
|
||
|
#Whether cartographer vmerchants generate maps for merchant Campsites or not.
|
||
|
merchantCampsiteMapTrades = true
|
||
|
#Maximum separation between merchant Campsites (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
merchantCampsiteSpacing = 60
|
||
|
#The point in which merchant Campsites will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
merchantCampsiteSpawnpointSeparation = 1
|
||
|
#Whether merchant Campsites generate on your worlds or not.
|
||
|
merchantCampsiteGenerates = true
|
||
|
|
||
|
["When Configurations Arise"."Campsite Structures"."Illager Campsite Spawning Settings"]
|
||
|
#Whether Illager Campsites generate on your worlds or not.
|
||
|
illagerCampsiteGenerates = true
|
||
|
#Number of Jigsaw iterations when generating an Illager Campsite.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCampsiteSize = 10
|
||
|
#Whether Illager Campsites adapt the terrain around them or not.
|
||
|
illagerCampsiteTransformsTerrain = true
|
||
|
#Maximum separation between Illager Campsites (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCampsiteSpacing = 60
|
||
|
#The point in which Illager Campsites will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCampsiteSpawnpointSeparation = 300
|
||
|
#Minimum spacing between Illager Campsites (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCampsiteSeparation = 30
|
||
|
#Whether cartographer villagers generate maps for Illager Campsites or not.
|
||
|
illagerCampsiteMapTrades = true
|
||
|
|
||
|
["When Configurations Arise"."Prairie Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Prairie Structures"."Illager Windmill Spawning Settings"]
|
||
|
#Whether Illager Windmills generate on your worlds or not.
|
||
|
illagerWindmillGenerates = true
|
||
|
#Maximum separation between Illager Windmills (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerWindmillSpacing = 50
|
||
|
#Minimum spacing between Illager Windmills (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerWindmillSeparation = 45
|
||
|
#Whether cartographer villagers generate maps for Illager Windmills or not.
|
||
|
illagerWindmillMapTrades = false
|
||
|
#Number of Jigsaw iterations when generating a Illager Windmill.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerWindmillSize = 5
|
||
|
#The point in which Illager Windmills will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerWindmillSpawnpointSeparation = 1
|
||
|
#Whether Illager Windmills adapt the terrain around them or not.
|
||
|
illagerWindmillTransformsTerrain = false
|
||
|
|
||
|
["When Configurations Arise"."Prairie Structures"."Small Prairie House Spawning Settings"]
|
||
|
#Number of Jigsaw iterations when generating a Small Prairie House.
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallPrairieHouseSize = 10
|
||
|
#Minimum spacing between Small Prairie Houses (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallPrairieHouseSeparation = 10
|
||
|
#Whether cartographer villagers generate maps for Small Prairie Houses or not.
|
||
|
smallPrairieHouseMapTrades = false
|
||
|
#The point in which Small Prairie Houses will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallPrairieHouseSpawnpointSeparation = 1
|
||
|
#Whether Small Prairie Houses generate on your worlds or not.
|
||
|
smallPrairieHouseGenerates = true
|
||
|
#Whether Small Prairie Houses adapt the terrain around them or not.
|
||
|
smallPrairieHouseTransformsTerrain = true
|
||
|
#Maximum separation between Small Prairie Houses (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallPrairieHouseSpacing = 25
|
||
|
|
||
|
["When Configurations Arise"."Prairie Structures"."Wishing Well Spawning Settings"]
|
||
|
#Minimum spacing between Wishing Wells (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
wishingWellSeparation = 30
|
||
|
#Whether cartographer villagers generate maps for Wishing Wells or not.
|
||
|
wishingWellMapTrades = false
|
||
|
#Whether Wishing Wells generate on your worlds or not.
|
||
|
wishingWellGenerates = true
|
||
|
#The point in which Wishing Wells will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
wishingWellSpawnpointSeparation = 1
|
||
|
#Maximum separation between Wishing Wells (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
wishingWellSpacing = 40
|
||
|
#Number of Jigsaw iterations when generating a Wishing Well.
|
||
|
#Range: 0 ~ 1000000
|
||
|
wishingWellSize = 10
|
||
|
#Whether Wishing Wells adapt the terrain around them or not.
|
||
|
wishingWellTransformsTerrain = false
|
||
|
|
||
|
["When Configurations Arise"."Prairie Structures"."Coliseum Spawning Settings"]
|
||
|
#Number of Jigsaw iterations when generating a Coliseum.
|
||
|
#Range: 0 ~ 1000000
|
||
|
coliseumSize = 10
|
||
|
#Whether Coliseums adapt the terrain around them or not.
|
||
|
coliseumTransformsTerrain = true
|
||
|
#The point in which Coliseums will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
coliseumSpawnpointSeparation = 1000
|
||
|
#Whether Coliseums generate on your worlds or not.
|
||
|
coliseumGenerates = true
|
||
|
#Whether cartographer villagers generate maps for Coliseums or not.
|
||
|
coliseumMapTrades = true
|
||
|
#Minimum spacing between Coliseums (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
coliseumSeparation = 200
|
||
|
#Maximum separation between Coliseums (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
coliseumSpacing = 240
|
||
|
|
||
|
["When Configurations Arise"."Prairie Structures"."Fishing Hut Spawning Settings"]
|
||
|
#Maximum separation between Fishing Huts (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
fishingHutSpacing = 20
|
||
|
#The point in which Fishing Huts will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
fishingHutSpawnpointSeparation = 1
|
||
|
#Whether cartographer villagers generate maps for Fishing Huts or not.
|
||
|
fishingHutMapTrades = false
|
||
|
#Minimum spacing between Fishing Huts (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
fishingHutSeparation = 5
|
||
|
#Whether Fishing Huts adapt the terrain around them or not.
|
||
|
fishingHutTransformsTerrain = true
|
||
|
#Whether Fishing Huts generate on your worlds or not.
|
||
|
fishingHutGenerates = true
|
||
|
#Number of Jigsaw iterations when generating a Fishing Hut.
|
||
|
#Range: 0 ~ 1000000
|
||
|
fishingHutSize = 10
|
||
|
|
||
|
["When Configurations Arise"."Aquatic Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Aquatic Structures"."Illager Galley Spawning Settings"]
|
||
|
#Minimum spacing between Illager Galleys (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerGalleySeparation = 30
|
||
|
#Number of Jigsaw iterations when generating a Illager Galleys.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerGalleySize = 10
|
||
|
#The point in which Illager Galleys will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerGalleySpawnpointSeparation = 1
|
||
|
#Whether Illager Galleys adapt the terrain around them or not.
|
||
|
illagerGalleyTransformsTerrain = false
|
||
|
#Whether Illager Galleys generate on your worlds or not.
|
||
|
illagerGalleyGenerates = true
|
||
|
#Whether cartographer villagers generate maps for Illager Galleys or not.
|
||
|
illagerGalleyMapTrades = true
|
||
|
#Maximum separation between Illager Galleys (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerGalleySpacing = 50
|
||
|
|
||
|
["When Configurations Arise"."Aquatic Structures"."Illager Corsair Spawning Settings"]
|
||
|
#Whether cartographer villagers generate maps for Illager Corsairs or not.
|
||
|
illagerCorsairMapTrades = true
|
||
|
#Minimum spacing between Illager Corsairs (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCorsairSeparation = 48
|
||
|
#Number of Jigsaw iterations when generating a Illager Corsairs.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCorsairSize = 10
|
||
|
#Whether Illager Corsairs adapt the terrain around them or not.
|
||
|
illagerCorsairTransformsTerrain = false
|
||
|
#Whether Illager Corsairs generate on your worlds or not.
|
||
|
illagerCorsairGenerates = true
|
||
|
#The point in which Illager Corsairs will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCorsairSpawnpointSeparation = 1
|
||
|
#Maximum separation between Illager Corsairs (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCorsairSpacing = 64
|
||
|
|
||
|
["When Configurations Arise"."Aquatic Structures"."Undead Pirate Ship Spawning Settings"]
|
||
|
#The point in which Undead Pirate Ships will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
undeadPirateShipSpawnpointSeparation = 1
|
||
|
#Whether cartographer villagers generate maps for Undead Pirate Ships or not.
|
||
|
undeadPirateShipMapTrades = true
|
||
|
#Number of Jigsaw iterations when generating a Undead Pirate Ships.
|
||
|
#Range: 0 ~ 1000000
|
||
|
undeadPirateShipSize = 10
|
||
|
#Whether Undead Pirate Ships generate on your worlds or not.
|
||
|
undeadPirateShipGenerates = true
|
||
|
#Minimum spacing between Undead Pirate Ships (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
undeadPirateShipSeparation = 40
|
||
|
#Whether Undead Pirate Ships adapt the terrain around them or not.
|
||
|
undeadPirateShipTransformsTerrain = false
|
||
|
#Maximum separation between Undead Pirate Ships (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
undeadPirateShipSpacing = 60
|
||
|
|
||
|
["When Configurations Arise"."Aquatic Structures"."Thypon Spawning Settings"]
|
||
|
#The point in which Thypons will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
typhonSpawnpointSeparation = 1
|
||
|
#Whether Thypons generate on your worlds or not.
|
||
|
typhonGenerates = true
|
||
|
#Minimum spacing between Thypons (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
typhonSeparation = 50
|
||
|
#Whether Thypons adapt the terrain around them or not.
|
||
|
typhonTransformsTerrain = false
|
||
|
#Maximum separation between Thypons (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
typhonSpacing = 60
|
||
|
#Number of Jigsaw iterations when generating a Thypons.
|
||
|
#Range: 0 ~ 1000000
|
||
|
typhonSize = 10
|
||
|
#Whether cartographer villagers generate maps for Thypons or not.
|
||
|
typhonMapTrades = true
|
||
|
|
||
|
["When Configurations Arise"."Fortified Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Fortified Structures"."Monastery Spawning Settings"]
|
||
|
#Whether cartographer villagers generate maps for Monasteries or not.
|
||
|
monasteryMapTrades = true
|
||
|
#Maximum separation between Monasteries (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
monasterySpacing = 150
|
||
|
#The point in which Monasteries will start spawning.,This is based around X = 0, Z = 0
|
||
|
#Range: 0 ~ 1000000
|
||
|
monasterySpawnpointSeparation = 100
|
||
|
#Whether Monasteries adapt the terrain around them or not.
|
||
|
monasteryTransformsTerrain = true
|
||
|
#Minimum spacing between Monasteries (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
monasterySeparation = 90
|
||
|
#Number of Jigsaw iterations when generating a Monastery.
|
||
|
#Range: 0 ~ 1000000
|
||
|
monasterySize = 8
|
||
|
#Whether Monasteries generate on your worlds or not.
|
||
|
monasteryGenerates = true
|
||
|
|
||
|
["When Configurations Arise"."Fortified Structures"."Illager Castle Spawning Settings"]
|
||
|
#Maximum separation between Illager Castles (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCastleSpacing = 160
|
||
|
#The point in which Illager Castles will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCastleSpawnpointSeparation = 1
|
||
|
#Whether cartographer villagers generate maps for Illager Castles or not.
|
||
|
illagerCastleMapTrades = true
|
||
|
#Minimum spacing between Illager Castles (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCastleSeparation = 60
|
||
|
#Whether Illager Castles adapt the terrain around them or not.
|
||
|
illagerCastleTransformsTerrain = true
|
||
|
#Number of Jigsaw iterations when generating an Illager Castle.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerCastleSize = 10
|
||
|
#Whether Illager Castles generate on your worlds or not.
|
||
|
illagerCastleGenerates = false
|
||
|
|
||
|
["When Configurations Arise"."Fortified Structures"."Illager Fort Spawning Settings"]
|
||
|
#The point in which Illager Forts will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerFortSpawnpointSeparation = 500
|
||
|
#Minimum spacing between Illager Forts (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerFortSeparation = 60
|
||
|
#Whether cartographer villagers generate maps for Illager Forts or not.
|
||
|
illagerFortMapTrades = true
|
||
|
#Whether Illager Forts generate on your worlds or not.
|
||
|
illagerFortGenerates = true
|
||
|
#Whether Illager Forts adapt the terrain around them or not.
|
||
|
illagerFortTransformsTerrain = true
|
||
|
#Maximum separation between Illager Forts (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerFortSpacing = 160
|
||
|
#Number of Jigsaw iterations when generating an Illager Fort.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerFortSize = 10
|
||
|
|
||
|
["When Configurations Arise"."Fortified Structures"."Abandoned Temple Spawning Settings"]
|
||
|
#Minimum spacing between Abandoned Temples (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
abandonedTempleSeparation = 20
|
||
|
#The point in which Abandoned Temples will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
abandonedTempleSpawnpointSeparation = 1
|
||
|
#Whether cartographer villagers generate maps for Abandoned Temples or not.
|
||
|
abandonedTempleMapTrades = true
|
||
|
#Maximum separation between Abandoned Temples (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
abandonedTempleSpacing = 30
|
||
|
#Whether Abandoned Temples adapt the terrain around them or not.
|
||
|
abandonedTempleTransformsTerrain = true
|
||
|
#Number of Jigsaw iterations when generating an Abandoned Temple.
|
||
|
#Range: 0 ~ 1000000
|
||
|
abandonedTempleSize = 30
|
||
|
#Whether Abandoned Temples generate on your world or not.
|
||
|
abandonedTempleGenerates = true
|
||
|
|
||
|
["When Configurations Arise"."Fortified Structures"."Thornborn Towers Spawning Settings"]
|
||
|
#Whether Thornborn Towers generate on your world or not.
|
||
|
thornbornTowersGenerates = true
|
||
|
#Number of Jigsaw iterations when generating an Thornborn Towers.
|
||
|
#Range: 0 ~ 1000000
|
||
|
thornbornTowersSize = 80
|
||
|
#Whether cartographer villagers generate maps for Thornborn Towers or not.
|
||
|
thornbornTowersMapTrades = true
|
||
|
#The point in which Thornborn Towers will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
thornbornTowersSpawnpointSeparation = 500
|
||
|
#Whether Thornborn Towerss adapt the terrain around them or not.
|
||
|
thornbornTowersTransformsTerrain = false
|
||
|
#Minimum spacing between Thornborn Towers (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
thornbornTowersSeparation = 70
|
||
|
#Maximum separation between Thornborn Towers (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
thornbornTowersSpacing = 80
|
||
|
|
||
|
["When Configurations Arise"."Fortified Structures"."Illager Hall Spawning Settings"]
|
||
|
#Whether Illager Halls generate on your worlds or not.
|
||
|
illagerHallGenerates = false
|
||
|
#Number of Jigsaw iterations when generating an Illager Hall.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerHallSize = 10
|
||
|
#Whether Illager Halls adapt the terrain around them or not.
|
||
|
illagerHallTransformsTerrain = false
|
||
|
#The point in which Illager Halls will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerHallSpawnpointSeparation = 1
|
||
|
#Minimum spacing between Illager Halls (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerHallSeparation = 90
|
||
|
#Whether cartographer villagers generate maps for Illager Halls or not.
|
||
|
illagerHallMapTrades = true
|
||
|
#Maximum separation between Illager Halls (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
illagerHallSpacing = 230
|
||
|
|
||
|
["When Configurations Arise"."Enigmatic Structures"]
|
||
|
|
||
|
["When Configurations Arise"."Enigmatic Structures"."Small Blimp Spawning Settings"]
|
||
|
#Maximum separation between Small Blimps (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallBlimpSpacing = 80
|
||
|
#Whether Small Blimps adapt the terrain around them or not.
|
||
|
smallBlimpTransformsTerrain = false
|
||
|
#Number of Jigsaw iterations when generating an Small Blimp.
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallBlimpSize = 100
|
||
|
#The point in which Small Blimps will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallBlimpSpawnpointSeparation = 1
|
||
|
#Whether Small Blimps generate on your worlds or not.
|
||
|
smallBlimpGenerates = true
|
||
|
#Minimum spacing between Small Blimps (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
smallBlimpSeparation = 60
|
||
|
#Whether cartographer villagers generate maps for Small Blimps or not.
|
||
|
smallBlimpMapTrades = true
|
||
|
|
||
|
["When Configurations Arise"."Enigmatic Structures"."Lighthouse Spawning Settings"]
|
||
|
#Whether Lighthouses adapt the terrain around them or not.
|
||
|
lighthouseTransformsTerrain = true
|
||
|
#Minimum spacing between Lighthouses (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
lighthouseSeparation = 90
|
||
|
#The point in which Lighthouses will start spawning. This is based around X = 0, Z = 0.
|
||
|
#Range: 0 ~ 1000000
|
||
|
lighthouseSpawnpointSeparation = 1
|
||
|
#Maximum separation between Lighthouse (in chunks).
|
||
|
#Range: 0 ~ 1000000
|
||
|
lighthouseSpacing = 100
|
||
|
#Whether cartographer villagers generate maps for Lighthouses or not.
|
||
|
lighthouseMapTrades = true
|
||
|
#Whether Lighthouses generate on your worlds or not.
|
||
|
lighthouseGenerates = true
|
||
|
#Number of Jigsaw iterations when generating a Lighthouse.
|
||
|
#Range: 0 ~ 1000000
|
||
|
lighthouseSize = 10
|
||
|
|