lotr_inspired/config/when-dungeons-arise-common.toml

775 lines
34 KiB
TOML
Raw Permalink Normal View History

2023-12-11 16:44:31 +00:00
#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