Biome Configs (1.16)

Note: This information is for OTG 1.16 and above. For 1.12.2, see Biome Configs 1.12.

Biome Config (.bc) files contain settings that affect a specific biome. Global settings can be found in the WorldConfig.ini.

Biome configs are located in the OpenTerrainGenerator/Presets/[preset name]/BiomeConfigs/ folder and can be edited with a text editor. Users can add any number of biome config files to create biomes for their worlds.

Be sure to check out the WorldConfig and BiomeConfigs of the Default preset included with OTG (run Minecraft once with OTG installed), they contain the same settings and documentation you'll find here and provide a good example to get you started.

## Biome Identity

- Colors, Mob spawning, particles, sounds, vanilla structures, wetness, temperature.
What can be configured:
- Biome generator settings.
- Terrain settings.
- Resources. Non-OTG biome resources are currently spawned after all OTG resources in the resourcequeue.

Nether
End
If this is a template biome config for a nether biome, set this to Nether. NETHERRACK is used for base terrain generation.

Example: HOT, DRY, SANDY, OVERWORLD
For a full list visit: https://github.com/MinecraftForge/MinecraftForge/blob/1.16.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java

taiga
extreme\_hills
jungle
mesa
plains
savanna
icy
the\_end
beach
forest
ocean
desert
river
swamp
mushroom
nether

## Biome placement

It will be used for:
- normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to NoGroups
- biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
- For biomes spawned as isles, borders or rivers other settings are available.
-- Isle biomes:    BiomeSizeWhenIsle (see below)
-- Border biomes: BiomeSizeWhenBorder (see below)

Example for normal biome :
- 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
- 50 rarity mean 1/11 chance than other
For isle biomes see the BiomeRarityWhenIsle setting below.

### Isle biomes

To spawn a biome as an isle, first add it to the IsleBiomes list in the WorldConfig.

Valid values range from 0 to GenerationDepth.

### Border biomes

To spawn a biome as a border, first add it to the BorderBiomes list in the WorldConfig.

Valid values range from 0 to GenerationDepth.
Larger numbers give \*smaller\* borders. The biome must be smaller than the biome it's going

## Terrain height and volatility

Example:
CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0

## Blocks

1.12.2 Syntax: SurfaceBlockName,GroundBlockName,MaxNoise[,AnotherSurfaceBlockName,AnotherGroundBlockName,MaxNoise][,...]
Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
1.16.x Syntax: SurfaceBlockName,UnderWaterSurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,AnotherUnderWaterSurfaceBlockName,AnotherGroundBlockName,MaxNoise[,...]]
- When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0 gravel with stone just below and between 0.0 and 10.0 there's only dirt.
- Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock and GroundBlock will never appear in this biome. Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks like the blocks found in the Mesa biomes.

Example :
ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)

## Visuals and weather

Syntax: Color,MaxNoise,[AnotherColor,MaxNoise[,...]]
Example: WaterColorControl: #FFFFFF,-0.8,#000000,0.0

Syntax: Color,MaxNoise,[AnotherColor,MaxNoise[,...]]
Example: WaterColorControl: #FFFFFF,-0.8,#000000,0.0

Swamp
DarkForest

Syntax: Color,MaxNoise,[AnotherColor,MaxNoise[,...]]
Example: FoliageColorControl: #FFFFFF,-0.8,#000000,0.0

- Music: minecraft:music\_disc.cat

## Resource queue

The resource queue section of a biome config controls all resources spawning during decoration. The resources will be placed in the order listed. Keep in mind that a high size, frequency or rarity may slow down terrain generation.

For all available resources see: Resource Queue

## Saplings

OpenTerrainGenerator allows you to grow your custom objects from saplings, instead of the vanilla trees. Add one or more Sapling() tags to override vanilla spawning for that sapling.

For custom saplings; Sapling(Custom,SaplingMaterial,WideTrunk,TreeType,TreeType\_Chance.....)
SaplingMaterial is the name of the sapling block.
WideTrunk is 'true' or 'false', whether or not it requires 4 saplings.
TreeType is one of the vanilla tree types (see resource queue comments) or a BO2/BO3 name.
Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood, Bamboo, Custom
All - will make the tree spawn from all saplings, but not from mushrooms.
BigJungle - for when 4 jungle saplings grow at once.

## Vanilla structures

Vanilla structure settings, each structure type has a global on/off toggle in the WorldConfig, be sure to enable it to allow biomes to spawn structures.

\* Fossils and Dungeons count as resources, not structures.

sandstone
taiga
savanna
snowy
disabled

mesa
disabled

jungleTemple
swampHut
igloo
disabled

desert
jungle
swamp
mountain
ocean
nether
disabled

warm
disabled

## Mob spawning

Mob spawning is configured via mob groups, see http://minecraft.gamepedia.com/Spawn#Mob\_spawning

A mobgroups is made of four parts; mob name, weight, min and max.

- Mob name is one of the Minecraft internal mob names. See http://minecraft.gamepedia.com/Chunk\_format#Mobs

- Weight is used for a random selection. Must be a positive number.

- Min is the minimum amount of mobs spawning as a group. Must be a positive number.

- Max is the maximum amount of mobs spawning as a group. Must be a positive number.

Mob groups are written to the config files as Json.

Json is a tree document format: http://en.wikipedia.org/wiki/JSON

Syntax: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}

Example: {"mob": "minecraft:ocelot", "weight": 10, "min": 2, "max": 6}

Example: {"mob": "minecraft:mooshroom", "weight": 5, "min": 2, "max": 2}

A json list of mobgroups looks like this: [ mobgroup, mobgroup, mobgroup... ]

This would be an ampty list: []

You can validate your json here: http://jsonlint.com/

There are six categories of mobs: monsters, creatures, water creatures, ambient creatures, water ambient creatures and miscellaneous.

You can add your own mobs to the mobgroups below, mobs may only work when used in specific categories, depending on their type.

To see the mob category a mob belongs to, use /otg data entities. The mob's category (if any) is listed after its name.

Also supports modded mobs, if they are of the correct mob category.

Use the "/otg data entities" console command to get a list of possible mobs and mob categories.

Use the "/otg biome" console command to get the list of registered mobs for a biome.