settings.json

Jun 6, 2016
settings.json
  • This is the main config file for EWG (EpicWorldGenerator). In this file you can configure spawning (of ores, blocks and mobs), tree sizes, structures, world height and much, much more.

    Please note that this is NOT a valid config format. This config file is for reference ONLY; do not attempt to use it on your server.

    It is recommended to copy + paste this into the text editor of your choice for readability reasons.


    Code (Text):
    Welcome to the commented version of EWG's config file. As the JSON format does not
    allow comments, do not attempt to use this specific config file on your server.
    This is for reference ONLY.

    Plugin link: https://www.spigotmc.org/resources/epicworldgenerator-1-7-10-1-8-8.8067/
    Support link: http://support.minelazz.com/

    Plugin created by Minelazz, documentation by Minelazz and Cldfire.


    --- BEGIN DOCS ---
    {
      "settings": {
        "default": { # World name. This name can be anything; in this case, "default" will generate for all worlds with normal enviroment because defaultForEnvironment is set to true in this section
          "defaultForEnvironment": true, # Used for multiworld management of the EWG framework. If the world is defined as a nether generator this option will override all nether worlds
          "seaLevel": 53, # The surface level of all oceans and rivers. If the level is set below the default, land masses are larger, and rivers may be shallow or dry. You can change the "baseHeight" value to prevent issues such as dry rivers
          "useCaves": true, # Should caves be generated?
          "useDungeons": true, # Should vanilla dungeons be generated? (Typically consist of a random mob spawner [which can be set below] and a few chests with vanilla loot [can't be modified at the time of this writing])
          "dungeonChance": 8, # Scale from 1-100. Sets how many times EWG will try to generate a dungeon per chunk. This is not the actual number of dungeons per chunk, as not all attempts will be successful. This is because they are only generated next to an opening. This means that even at a setting of 100% very few or no dungeons are generated when the ground does not provide an opening in the right places. For example, in a world with caves turned off (ravines left on), only two dungeons were generated at a setting of 100%
          "mineshaftChance": 0.01, # The chance for a mineshaft to be generated per chunk (percentage value). This example (0.01) gives mineshafts a 1% chance to generate per chunk
          "useStrongholds": true, # Should vanilla strongholds be generated?
          "useVillages": true, # Should vanilla villages be generated?
          "useMineShafts": true, # Should vanilla mineshafts be generated?
          "useTemples": false, # Should vanilla Jungle Temples / Desert Temples be generated?
          "useNetherFortress": false, # Should vanilla Nether Fortresses be generated in the overworld? (Also spawns Blazes, Wither Skeletons around the Nether Fortresses) (REALLY COOL, TRY IT)
          "useMonuments": true, # Should vanilla Ocean Monuments be generated?
          "useRavines": true, # Should ravines be generated?
          "useWaterLakes": true, # Should water lakes be generated?
          "useOpenSimplexNoise": true, # Should https://en.wikipedia.org/wiki/OpenSimplex_noise be used? This results in a 5-20% performance gain, but lower quality terrain is generated as a result
          "useFastOres": false, # Use a more optimized ore algorithim for better performance (please note that setting this value to true will prevent all ore settings from taking effect, as this algorithm is quite different from normal spawning. Around 20% performance gain.)
          "useFastRandomAlgorithm": true, # Use a more optimized random algorithim for better performance (Around 10% performance gain)
          "waterLakeChance": 4, # Increases / decreases the rarity of water lake generation (as a percentage); lower values result in less water lakes. Water lakes can generate where there is no opening, unlike dungeons. Therefore, underground water lakes are usually discovered only discovered randomly while digging. The decrease in the frequency is not linear: the difference between 1% and 25% is huge, where as the difference between 25% and 100% is minor. The lakes are - in contrast to dungeons - not always at the same position.
          "useLavaLakes": true, # Should lava lakes be generated? This does not prevent lava from filling up caves under Y level 10
          "lavaLakeChance": 80, # Increases / decreases the rarity of lava lake generation (as a percentage); lower values result in more lava lakes. Lava lakes are generated across the entire world (from bedrock to the surface)
          "useLavaOceans": false, # Should all of the world's oceans / rivers / lakes be filled with lava?
          "stoneMix": true, # Should more blocks be added to underground stone generation to make it more visually appealing?
          "stoneMixMaterials": [ # Blocks to generate in the stone mix
            {
              "material": "STONE", # Block name (NOT ID). For a list of valid names, see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
              "data": 0, # Block data value (change glass to a type of stained glass, for example). For a list of block data values, see http://minecraft-ids.grahamedgecombe.com/ (they are in the format <id>:<data>)
              "chance": 0.375 # Percentage chance that this block will generate, rather than one of the other blocks listed here (in this example, .375 out of 1)
            },
            {
              "material": "STONE",
              "data": 5,
              "chance": 0.25
            },
            {
              "material": "COBBLESTONE",
              "data": 0,
              "chance": 0.375
            }
          ],
          "leavesOnGround": true, # Should leaves be generated on the ground in biomes with this feature?
          "overrideSaplings": true, # Should saplings grow into this plugin's trees, rather than vanilla trees? (For example, a birch sapling would grow up to be one of EWG's custom birch trees, rather than a boring vanilla one)
          "multipleFogColors": true, # Client-side cosmetic feature. Makes grass blocks and grass different colors (more visually appealing). Yellow (ish) and green in this example; http://i.imgur.com/pqnbi1K.png
          "plain17Map": false, # Should the plugin generate a map without any 1.8 blocks? Useful for 1.7.10 servers
          "roughFading": true, # This provides a different transition between biomes that looks better to many people. Try generating a world with / without this on and see which you like better
          "snowLayers": true, # Should snow be smoothly layered, rather than just using snow blocks? (Looks like this [screenshot from a different plugin] http://dev.bukkit.org/media/images/47/812/2012-11-06_08.47.50.png)
          "flatModifier": 1.0, # This option will flatten out montains and hills. Value must be greater than 0, and can be greater than 1; default is 1
          "montainHeight": 0.75, # How tall should mountains be? (Higher value = taller mountains)
          "baseHeight": 58, Height of the terrain to be generated. Higher numbers creates much more room for caves, but also many more blocks to generate, and therefore a small performance hit. Will also increase bandwidth usage

          # The current biome system group the biomes into tree main categories. Wet, hot and cold.

          "wetLand": 0.3, # Percentage of wet biomes (ocean, pine, check the generated doc file for more info). 0.3 = 30%
          "hotLand": 0.4, # Percentage of hot biomes (desert etc.) generated in the world. 0.4 = 40%
          "coldLand": 0.3, # Percentage of cold biomes (snowy biomes) generated in the world. 0.3 = 30%
          "flatBedrock": false, # This will make the bedrock one, flat layer, rather than multiple layers of splotchy bedrock above a solid sheet (useful for factions servers)
          "bedrockLevel": 1, # The y level that bedrock generates at
          "biomeSize": 1350.0, # How large should biomes be? (Larger value = larger biomes). I'd recommend a starting point of around 900.0 for most servers; tweak that to find what you like
          "useCustomStructure": true, # Should this plugin's custom structures be generated? (Jungle Tower, Fantasy Forest House, Custom Desert Temple)
          "blacklistedDecoBlocs": [ # A list of block ID's that should be removed from generated stuctures (this example removes diamond blocks and enchantment tables)
            57,
            116
          ],
          "dungeonMobs": [ # What spawner types should generate in dungeons?
            "Skeleton",
            "Zombie",
            "Zombie",
            "Spider",
            "Creeper",
            "Slime"
          ],
          "lakeDepth": { # Set the biome lake depth, used mainly to remove lakes. Use the format: <biome>: <lake depth>
            "bonsaiforest": 0,
            "deadforest": 0,
            "pineforest2": 0,
            "fantasyforest": 0,
            "pineforest": 0,
            "jungle": 0,
            "winterland": 0,
            "birchforest": 0
          }

          "pluginVersion": 6.11, # Don't touch this. This value tells the plugin how to generate the world; this means you can update to a new version without breaking your current world
          "biomeSettings": {

            # PLEASE REFER TO THE "ForgottenForest" BIOME FOR BIOME DOCUMENTATION. ALL BIOME SETTINGS ARE THE SAME

            "ForgottenForest": {
              "enabled": true, # Whether or not you want this biome to be enabled
              "ores": [ # Please note that setting "useFastOres" to true will negate the settings found here, and only allow you to control what types of blocks are generated as ores
                {
                  "type": "DIRT", # Block name (NOT ID). For a list of valid names, see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
                  "data": 0, # Block data value (change glass to a type of stained glass, for example). For a list of block data values, see http://minecraft-ids.grahamedgecombe.com/ (they are in the format <id>:<data>)
                  "size": 33, # The maximum number of blocks in a single vein
                  "count": 10, # The number of times the world generator attempts to place a vein in a chunk (higher value = more veins, and therefore more of this ore)
                  "minHeight": 0, # The minumum height the ore can spawn at
                  "maxHeight": 256 # The maximum height the ore can spawn at

                # All settings within "ores" are the same, you can add more ores to this list if you want

                },
                {
                  "type": "GRAVEL",
                  "data": 0,
                  "size": 33,
                  "count": 8,
                  "minHeight": 0,
                  "maxHeight": 256
                },
                {
                  "type": "STONE",
                  "data": 1,
                  "size": 33,
                  "count": 10,
                  "minHeight": 0,
                  "maxHeight": 80
                },
                {
                  "type": "STONE",
                  "data": 3,
                  "size": 33,
                  "count": 10,
                  "minHeight": 0,
                  "maxHeight": 80
                },
                {
                  "type": "STONE",
                  "data": 5,
                  "size": 33,
                  "count": 10,
                  "minHeight": 0,
                  "maxHeight": 80
                },
                {
                  "type": "COAL_ORE",
                  "data": 0,
                  "size": 17,
                  "count": 20,
                  "minHeight": 0,
                  "maxHeight": 128
                },
                {
                  "type": "IRON_ORE",
                  "data": 0,
                  "size": 9,
                  "count": 20,
                  "minHeight": 0,
                  "maxHeight": 64
                },
                {
                  "type": "GOLD_ORE",
                  "data": 0,
                  "size": 9,
                  "count": 2,
                  "minHeight": 0,
                  "maxHeight": 32
                },
                {
                  "type": "REDSTONE_ORE",
                  "data": 0,
                  "size": 8,
                  "count": 8,
                  "minHeight": 0,
                  "maxHeight": 16
                },
                {
                  "type": "DIAMOND_ORE",
                  "data": 0,
                  "size": 8,
                  "count": 1,
                  "minHeight": 0,
                  "maxHeight": 16
                },
                {
                  "type": "LAPIS_ORE",
                  "data": 0,
                  "size": 7,
                  "count": 1,
                  "minHeight": 0,
                  "maxHeight": 32
                },
                {
                  "type": "EMERALD_ORE",
                  "data": 0,
                  "size": 4,
                  "count": 2,
                  "minHeight": 4,
                  "maxHeight": 32
                }
              ],
              "treeSettings": {
                "trees": {
                  "FORGOTTENFOREST": { # The type of tree you're setting the sizes for (some biomes will have multiple trees)
                    "sizes": [ # There are 5 different sizes for each tree. Remove a size from the list to prevent it from spawning
                      "huge",
                      "big",
                      "medium",
                      "small",
                      "tiny"
                    ],
                    "maxY": 108, # The maxium height trees will spawn at
                    "minY": 53, # The minumum height trees will spawn at
                    "ratio": 0.8 # How close should trees be to each other? Values range from 0 to 1
                  }
                }
              },
              "decoSettings": {
                "decorations": { # Custom structures that will spawn in this biome
                  "JUNGLE": { # https://proxy.spigotmc.org/6e9b7af99291e89fceb182eace86f14d5a09800c?url=http%3A%2F%2Fi.imgur.com%2Fba6ORfr.png
                    "maxY": 80, # The maxium height the structure will spawn at
                    "minY": 53, # The minumum height the structure will spawn at
                    "ratio": 0.9 # The frequency of this structures' generation; values range from 0 to 1, with lower values meaning more common generation
                  },
                  "FOREST": { # http://i.imgur.com/JfZxZt5.png
                    "maxY": 80,
                    "minY": 53,
                    "ratio": 0.9
                  }
                }
              },
              "groundMaterials": [ # This is basically a "stoneMix" setting that is biome specific; set this up just as you would the "stoneMix" setting, set "overrideGroundMaterial" to true, and boom, you have biome-specific underground block generation. For example, you could set a desert to be sandstone under the surface. Please see the "stoneMix" setting for more
                {
                  "material": "STONE", # Block name (NOT ID). For a list of valid names, see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
                  "data": 0, # Block data value (change glass to a type of stained glass, for example). For a list of block data values, see http://minecraft-ids.grahamedgecombe.com/ (they are in the format <id>:<data>)
                  "chance": 0.375 # Percentage chance that this block will generate, rather than one of the other blocks listed here (in this example, .375 out of 1)
                },
                {
                  "material": "SANDSTONE",
                  "data": 0,
                  "chance": 0.25
                },
                {
                  "material": "COBBLESTONE",
                  "data": 0,
                  "chance": 0.375
                }
              },
              "overrideGroundMaterial": false # Setting this to true will use the blocks from groundMaterials as the "stoneMix" for this biome
            },

            # Refer to the ForgottenForest biome documentation to learn about all biome settings
     
          },
          "nativeBiomes": {}, # This feature has not been implemented yet

          # PLEASE REFER TO THE "EpicOcean" ENTITY SETTINGS FOR ALL OF THE DIFFERENT BIOMES' SETTINGS

          "entitySettings": { # Here you can control various aspects related to the spawning of entities in the different biomes. THE DEFAULTS FOUND HERE WILL REPLICATE VANILLA MOB SPAWNING
            "EpicOcean": { # Biome name (Epic + nameOfBiome). Keep in mind that changing these settings will also change the settings for vanilla biomes
              "MONSTER": [ # Settings for hostile mobs
                {
                  # NOTE: Enties in minecraft spawn in groups
                  "entityName": "EntitySpider", # The name of the mob we are adding
                  "minPerChunk": 4, # This is the minumum amount of the entity that will spawn. Setting this higher than the "maxPerChunk" value will not result in more of this mob
                  "weight": 100, # Priority over other mobs (set this higher than other mobs if you want more of this mob to spawn)
                  "maxPerChunk": 4 # Maximum amount of this entity in a chunk
                },
                {
                  "entityName": "EntityZombie",
                  "minPerChunk": 4,
                  "weight": 100,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntitySkeleton",
                  "minPerChunk": 4,
                  "weight": 100,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntityCreeper",
                  "minPerChunk": 4,
                  "weight": 100,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntitySlime",
                  "minPerChunk": 4,
                  "weight": 100,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntityEnderman",
                  "minPerChunk": 1,
                  "weight": 10,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntityWitch",
                  "minPerChunk": 1,
                  "weight": 5,
                  "maxPerChunk": 1
                }
              ],
              "WATER_CREATURE": [ # Settings for water mobs (at the time of writing, only Squid)
                {
                  "entityName": "EntitySquid",
                  "minPerChunk": 4,
                  "weight": 10,
                  "maxPerChunk": 4
                }
              ],
              "CREATURE": [ # Settings for peaceful mobs (with the exception of Bats and Squid)
                {
                  "entityName": "EntitySheep",
                  "minPerChunk": 4,
                  "weight": 12,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntityRabbit",
                  "minPerChunk": 3,
                  "weight": 10,
                  "maxPerChunk": 3
                },
                {
                  "entityName": "EntityPig",
                  "minPerChunk": 4,
                  "weight": 10,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntityChicken",
                  "minPerChunk": 4,
                  "weight": 10,
                  "maxPerChunk": 4
                },
                {
                  "entityName": "EntityCow",
                  "minPerChunk": 4,
                  "weight": 8,
                  "maxPerChunk": 4
                }
              ],
              "AMBIENT": [ # Settings for ambient mobs (at the time of this writing, only Bats)
                {
                  "entityName": "EntityBat",
                  "minPerChunk": 8,
                  "weight": 10,
                  "maxPerChunk": 8
                }
              ]
            },
              # Please refer to the EpicOcean biomes' entity settings for all of the entity settings documentation
        }
      },
      "worldsWithDefaultWG": [ # A list of worlds that should NOT be affected by EWG in any way (useful for a creative world, a hub world, etc.)
        "myvanillaworld", # Name of the world that shouldn't be affected by EWG
        "myvanillaworld2"
      ]
    }
    --- END DOCS ---
     
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