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Example Configurations

dfsek edited this page Oct 6, 2020 · 5 revisions

OUTDATED - Not up to date for 4.x!

Default

config.yml
#BetterEnd Generator Configuration

#Update Checker settings
update-checker:
  #Enable/Disable the Update Checker
  enable: true
  #Frequency at which updates are checked for (in seconds)
  frequency: 3600

#Language in which to display plugin messages. 
#Available languages are en_us (English), vi (Vietnamese), es (Spanish), afr_sa (Afrikaans), zh_cn (Simplified Chinese), and da (Danish)
lang: en_us

#When enabled, the entire world will be an Aether biome. 
#Keep in mind that this prevents the Main Island from generating.
all-aether: false

#Whether or not to use Overworld biomes (Useful for making an Aether dimension)
overworld: false

#Weights of structures, used in random selections.
#When a structure spawn candidate location is chosen, a structure is randomly selected from a list, 
#based on its weight. The probability of any one structure being chosen is:
# (Structure Weight) / (Total Weight)
#The default weights are out of 100, but they can add up to any number. If they add to 100, the weight
#is equal to the percent chance of that structure being chosen.
structure-weight:
  #Structures that generate in the End, Shattered End, and Void biomes (And their variants)
  end:
    end_tower: 19
    stronghold: 19
    end_house: 19
    shulker_nest: 19
    end_ship: 5
    wrecked_end_ship: 19
  #Structures that generate in the Aether biome (And its variants)
  aether:
    gold_dungeon: 2
    cobble_house: 49
    wood_house: 49

#Configuration options for the Outer End Islands
outer-islands:
  #Whether or not to teleport players who fall off islands to the Overworld (Everywhere) (Premium only)
  fall-to-overworld: false
  #Structure options
  structures:
    #The percent chance that a structure will attempt to generate in a chunk.
    chance-per-chunk: 6
    #Options for the Shulker Nest structure
    shulker-nest:
      #Number of attempts made to spawn Shulkers after generation
      shulker-spawn-attempts: 8
  #Ruin options
  ruins:
    #The percent chance that a ruin will attempt to generate in a chunk.
    chance-per-chunk: 30
  #This value sets island size; larger values generate larger islands.
  noise: 56
  #The height of islands, on the top and bottom.
  height-multiplier:
    #Top height multiplier. Increasing this causes islands to become taller and more round on the top.
    top: 6
    #Botom height multiplier. Increasing this causes islands to have taller undersides.
    bottom: 52
  #The Y-value of the surface of the island.
  island-height: 64
  #The percent of area that will be land. Smaller values generate many disconnected, small islands, while larger
  #values generate a large landmass with holes in it. Any value over 100 will generate all land.
  island-threshold: 30
  #Whether or not to enable End Cave decoration.
  cave-decoration: true
  #The average size of the biomes; bigger values correspond to larger biome sizes.
  biome-size: 1024
  #The distribution of different climates
  climate-noise: 384
  #The amount of spread of the heat noise (used to calculate Aether/Aether Highlands difference), larger values correspond to
  #larger, but much farther apart, Aether Highlands biomes.
  heat-noise: 512
  #Whether or not to generate Vanilla End Cities. Enabling this is not recommended, as every resource found in End Cities has been
  #accounted for, and Minecraft has no spawn checking for End Cities, meaning they will generate in the void very frequently.
  generate-end-cities: false

#Configuration options for the Aether biome.
aether:
  #Whether or not to teleport players who fall off islands to the Overworld (Only in the Aether) (Premium only)
  fall-to-overworld: true
  #Configuration options for Aether Clouds.
  clouds:
    #Whether or not to enable Aether Clouds.
    enable-clouds: true
    #The average size of Aether Clouds; larger values correspond to larger clouds.
    cloud-noise: 36
    #The height of the first layer of clouds.
    cloud-height: 128
  #Configuration options for ore generation.
  ores:
    #Whether or not to enable ore generation.
    enable-ores: true
    #The number of tries made to generate ores in a chunk. Higher values generate more ores.
    ore-chance: 20
    #The weights of each ore generating. Higher values mean higher chances. Set values to zero to disable specific ores.
    weights:
      coal_ore: 40
      iron_ore: 25
      gold_ore: 10
      redstone_ore: 10
      lapis_ore: 10
      diamond_ore: 3
      emerald_ore: 2
  #Whether or not to enable Aether Cave decoration.
  cave-decoration: true
  #Configuration options for Aether animals.
  animals:
    #The chance that an animal herd will attempt to spawn in a chunk.
    herd-chance-per-chunk: 15
    #The minimum size of the herd
    herd-min-size: 2
    #The maximum size of the herd
    herd-max-size: 5
  #Configuration options for MythicMobs Bosses.
  mythic-boss:
    #Whether or not to enable MythicMobs integration.
    enable: false
    #The name of the boss spawned in the Gold Dungeon.
    gold-name: SkeletonKing
    #The amount of time (in days) for the chest to cool down
    respawn-time: 14

#Configuration options for trees.
trees:
  #Minimum number of tree generation attempts per chunk.
  min-per-chunk: 4
  #Maximum number of tree generation attempts per chunk.
  max-per-chunk: 7
  #Configuration options for Big Trees (Premium Only)
  big-trees:
    #Configuration options for Big Trees generating from Vanilla saplings
    saplings:
      #Whether or not Oak saplings in Forest biomes generate large oak trees,
      #and Spruce saplings in Highlands Forest biomes generate large spruce trees.
      in-respective-biomes: true
      #Whether or not Oak/Spruce saplings generate their corresponding large trees throughout the entire End.
      in-all-betterend-worlds: false
      #Whether or not Oak/Spruce saplings generate their corresponding large trees in all worlds.
      everywhere: false
      #How much longer it takes saplings that are to grow into large trees to grow.
      #(e.g. 8 = 8 times as long, AND/OR 8 times as much bone meal)
      growth-time-multiplier: 8
  #Configuration options for Obsidian Pillars found in the Shattered End.
  obsidian-pillars:
    #Maximum height of the pillars.
    max-height: 14
    #Minimum height of the pillars.
    min-height: 7

#Whether or not to prevent Endermen from picking up blocks.
#Note that this only applies in the Aether and Aether Highlands biomes.
#This is useful in preventing Endermen from picking apart the Aether.
prevent-enderman-block-pickup: true

#Whether or not to enable plugin debugging messages.
debug: false

Aether (Overworld)

config.yml
#BetterEnd Generator Configuration

#Update Checker settings
update-checker:
  #Enable/Disable the Update Checker
  enable: true
  #Frequency at which updates are checked for (in seconds)
  frequency: 3600

#Language in which to display plugin messages. 
#Available languages are en_us (English), vi (Vietnamese), es (Spanish), afr_sa (Afrikaans), zh_cn (Simplified Chinese), and da (Danish)
lang: en_us

#When enabled, the entire world will be an Aether biome. 
#Keep in mind that this prevents the Main Island from generating.
all-aether: true #Causes the entire world to be Aether (and its variants)

#Whether or not to use Overworld biomes (Useful for making an Aether dimension)
overworld: true #Replaces the END_HIGHLANDS biome with PLAINS.

#Weights of structures, used in random selections.
#When a structure spawn candidate location is chosen, a structure is randomly selected from a list, 
#based on its weight. The probability of any one structure being chosen is:
# (Structure Weight) / (Total Weight)
#The default weights are out of 100, but they can add up to any number. If they add to 100, the weight
#is equal to the percent chance of that structure being chosen.
structure-weight:
  #Structures that generate in the End, Shattered End, and Void biomes (And their variants)
  end:
    end_tower: 19
    stronghold: 19
    end_house: 19
    shulker_nest: 19
    end_ship: 5
    wrecked_end_ship: 19
  #Structures that generate in the Aether biome (And its variants)
  aether:
    gold_dungeon: 2
    cobble_house: 49
    wood_house: 49

#Configuration options for the Outer End Islands
outer-islands:
  #Whether or not to teleport players who fall off islands to the Overworld (Everywhere) (Premium only)
  fall-to-overworld: false
  #Structure options
  structures:
    #The percent chance that a structure will attempt to generate in a chunk.
    chance-per-chunk: 6
    #Options for the Shulker Nest structure
    shulker-nest:
      #Number of attempts made to spawn Shulkers after generation
      shulker-spawn-attempts: 8
  #Ruin options
  ruins:
    #The percent chance that a ruin will attempt to generate in a chunk.
    chance-per-chunk: 30
  #This value sets island size; larger values generate larger islands.
  noise: 64
  #The height of islands, on the top and bottom.
  height-multiplier:
    #Top height multiplier. Increasing this causes islands to become taller and more round on the top.
    top: 6
    #Botom height multiplier. Increasing this causes islands to have taller undersides.
    bottom: 52
  #The Y-value of the surface of the island.
  island-height: 64
  #The percent of area that will be land. Smaller values generate many disconnected, small islands, while larger
  #values generate a large landmass with holes in it. Any value over 100 will generate all land.
  island-threshold: 45 #Increase the amount of land, to minimize the amount of void.
  #Whether or not to enable End Cave decoration.
  cave-decoration: true
  #The average size of the biomes; bigger values correspond to larger biome sizes.
  biome-size: 1024
  #The distribution of different climates
  climate-noise: 384
  #The amount of spread of the heat noise (used to calculate Aether/Aether Highlands difference), larger values correspond to
  #larger, but much farther apart, Aether Highlands biomes.
  heat-noise: 512
  #Whether or not to generate Vanilla End Cities. Enabling this is not recommended, as every resource found in End Cities has been
  #accounted for, and Minecraft has no spawn checking for End Cities, meaning they will generate in the void very frequently.
  generate-end-cities: false

#Configuration options for the Aether biome.
aether:
  #Whether or not to teleport players who fall off islands to the Overworld (Only in the Aether) (Premium only)
  fall-to-overworld: false #Falling to the overworld is pointless if the dimension will be your overworld. Re-enable if you are using a custom dimension.
  #Configuration options for Aether Clouds.
  clouds:
    #Whether or not to enable Aether Clouds.
    enable-clouds: true
    #The average size of Aether Clouds; larger values correspond to larger clouds.
    cloud-noise: 36
    #The height of the first layer of clouds.
    cloud-height: 128
  #Configuration options for ore generation.
  ores:
    #Whether or not to enable ore generation.
    enable-ores: true
    #The number of tries made to generate ores in a chunk. Higher values generate more ores.
    ore-chance: 20
    #The weights of each ore generating. Higher values mean higher chances. Set values to zero to disable specific ores.
    weights:
      coal_ore: 40
      iron_ore: 25
      gold_ore: 10
      redstone_ore: 10
      lapis_ore: 10
      diamond_ore: 3
      emerald_ore: 2
  #Whether or not to enable Aether Cave decoration.
  cave-decoration: true
  #Configuration options for Aether animals.
  animals:
    #The chance that an animal herd will attempt to spawn in a chunk.
    herd-chance-per-chunk: 15
    #The minimum size of the herd
    herd-min-size: 2
    #The maximum size of the herd
    herd-max-size: 5
  #Configuration options for MythicMobs Bosses.
  mythic-boss:
    #Whether or not to enable MythicMobs integration.
    enable: false
    #The name of the boss spawned in the Gold Dungeon.
    gold-name: SkeletonKing
    #The amount of time (in days) for the chest to cool down
    respawn-time: 14

#Configuration options for trees.
trees:
  #Minimum number of tree generation attempts per chunk.
  min-per-chunk: 4
  #Maximum number of tree generation attempts per chunk.
  max-per-chunk: 7
  #Configuration options for Big Trees (Premium Only)
  big-trees:
    #Configuration options for Big Trees generating from Vanilla saplings
    saplings:
      #Whether or not Oak saplings in Forest biomes generate large oak trees,
      #and Spruce saplings in Highlands Forest biomes generate large spruce trees.
      in-respective-biomes: true
      #Whether or not Oak/Spruce saplings generate their corresponding large trees throughout the entire End.
      in-all-betterend-worlds: false
      #Whether or not Oak/Spruce saplings generate their corresponding large trees in all worlds.
      everywhere: false
      #How much longer it takes saplings that are to grow into large trees to grow.
      #(e.g. 8 = 8 times as long, AND/OR 8 times as much bone meal)
      growth-time-multiplier: 8
  #Configuration options for Obsidian Pillars found in the Shattered End.
  obsidian-pillars:
    #Maximum height of the pillars.
    max-height: 14
    #Minimum height of the pillars.
    min-height: 7

#Whether or not to prevent Endermen from picking up blocks.
#Note that this only applies in the Aether and Aether Highlands biomes.
#This is useful in preventing Endermen from picking apart the Aether.
prevent-enderman-block-pickup: true

#Whether or not to enable plugin debugging messages.
debug: false

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