#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