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config.yml
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realistic_biomes:
database_name: "tekkit"
database_host: "localhost"
database_port: 3306
database_user: "tekkit"
database_password: ""
database_prefix: "rb"
database_poolsize: 10
cache_entire_database: true
persistence_enabled: true
# Set to true if you want fishing_drops to _replace_ MC default instead of control.
replace_fishing: false
# Set to 1.0 if you want XP unaltered from fishing; 0.0 to disable,
# and anything inbetween as a chance (.1 as 10% chance, .9 as 90% chance, etc.)
fish_xp_chance: 1.0
# Set to true if you want tapping a plant with bonemeal to double it.
allow_tallplant_replication: true
unload_batch_period: 100
grow_event_load_chance: 0.1
unload_batch_max_time: 20
log_db: false
minLogLevel: "INFO"
log_db_production: true
log_db_production_chunk_load_mintime: 5
log_db_production_chunk_unload_mintime: 5
# Amount of time RB should spend doing things like [growing chunkloaded plants]
# per tick. Added to prevent server lag from chunkloader recursion.
max_task_time: 20
# catagories of biomes
biome_aliases:
water:
- BEACHES
- STONE_BEACH
- DEEP_OCEAN
- RIVER
- OCEAN
freshwater:
- RIVER
- FROZEN_RIVER
cold_water:
- COLD_BEACH
- FROZEN_OCEAN
- FROZEN_RIVER
temperate:
- PLAINS
- SAVANNA
- SAVANNA_ROCK
forest:
- BIRCH_FOREST
- BIRCH_FOREST_HILLS
- ROOFED_FOREST
- FOREST
- FOREST_HILLS
cold:
- ICE_FLATS
- TAIGA
- TAIGA_COLD
- REDWOOD_TAIGA
- TAIGA_HILLS
- TAIGA_COLD_HILLS
- REDWOOD_TAIGA_HILLS
- ICE_MOUNTAINS
cold_forest:
- TAIGA
- TAIGA_COLD
- REDWOOD_TAIGA
- TAIGA_HILLS
- TAIGA_COLD_HILLS
- REDWOOD_TAIGA_HILLS
hot_dry:
- DESERT
- DESERT_HILLS
hot_rainy:
- JUNGLE
- JUNGLE_EDGE
- JUNGLE_HILLS
mountain:
- EXTREME_HILLS
- EXTREME_HILLS_WITH_TREES
- SMALLER_EXTREME_HILLS
mesa:
- MESA
- MESA_CLEAR_ROCK
- MESA_ROCK
mushroom:
- MUSHROOM_ISLAND
- MUSHROOM_ISLAND_SHORE
swamp:
- SWAMPLAND
mutated_forest:
- MUTATED_BIRCH_FOREST
- MUTATED_BIRCH_FOREST_HILLS
- MUTATED_FOREST
- MUTATED_ROOFED_FOREST
mutated_mountain:
- MUTATED_EXTREME_HILLS
- MUTATED_EXTREME_HILLS_WITH_TREES
mutated_hot_dry:
- MUTATED_DESERT
mutated_cold:
- MUTATED_ICE_FLATS
- MUTATED_TAIGA
- MUTATED_TAIGA_COLD
- MUTATED_REDWOOD_TAIGA
- MUTATED_REDWOOD_TAIGA_HILLS
mutated_hot_rainy:
- MUTATED_JUNGLE
- MUTATED_JUNGLE_EDGE
mutated_mesa:
- MUTATED_MESA
- MUTATED_MESA_CLEAR_ROCK
- MUTATED_MESA_ROCK
mutated_temperate:
- MUTATED_PLAINS
- MUTATED_FOREST
- MUTATED_SAVANNA
- MUTATED_SAVANNA_ROCK
mutated_swamp:
- MUTATED_SWAMPLAND
other:
- SKY
- VOID
- HELL
# list of crops to be effected by the plugin
# valid crop names can be any of the following:
# any of the bukkit.Material enum names -- crops
# any of the bukkit.TreeType enum names -- trees
# any of the bukkit.EntityType enum names -- animals
# any other name will have no effect except for inheritance
# names with capital letters will be assumed to be official bukkit names
# the plugin will give you a warning if you use a name with any capital letters
# that does not map to a bukkit material, tree type, or entity type
growth:
#----------------------------------------
crop:
# the base rate of this plant as a fraction of the standard rate
base_rate: 0.06
# the rate at which plants will grow in an artificial environment, sunlight factor will be ignored
# greenhouse is represented by immediate proximity of a glowstone block with light level 14
greenhouse_rate: 0.75
# if this flag is true, the growth rate of the grower is modulated by sunlight levels
# ie sunlight level = 15 means full growth, while sunlight level 0 means 0 growth
# sunlight level is disregarded is this flag is false
needs_sunlight: true
# multiplier that is applied to plants that are not at level 15 sunlight
not_full_sunlight_multiplier: 0.25
# material that, placed in a column beneath a crop block, may provide a bonus for each underlying
# level of the material.
soil_material: CLAY
# the maximum number of layers to count towards the bonus
soil_max_layers: 4
# the bonus per level. The total multiplier to the overall growth rate will be:
# 100% + soil_bonus_per_layer * number_of_layers
soil_bonus_per_layer: 0.5
# the relative z-level at which to start looking for soil blocks, in this example the column will start
# 2 blocks below the crop block, ie beneath both itself and the farmland block
soil_layer_offset: 2
# wheat
CROPS:
# CROPS will take on any parameters from the "crop" growth configuration that are
# not specified in the CROPS definition (so CROPS will "inherit" the base_rate, needs_sunlight ... etc
# from "crop")
inherit: crop
# if this parameter is set for a crop, then it is "persisted" to grow even when the chunk it is in
# is unloaded or the server is off. It sets the time to grow to maturity in units of real-life hours
# if this parameter is set, then the base_rate is ignored, though the other multipliers will still be
# in effect
persistent_growth_period: 3
biomes:
PLAINS: 1.0
forest: 0.75
SKY: 0.5
cold: 0.25
hot_dry: 0.25
mountain: 0.25
mushroom: 0.25
CARROT:
inherit: crop
persistent_growth_period: 3
biomes:
hot_rainy: 1.0
SWAMPLAND: 0.5
temperate: 0.25
hot_dry: 0.1
SKY: 0.1
POTATO:
inherit: crop
persistent_growth_period: 3
biomes:
mountain: 1.0
temperate: 0.5
cold: 0.25
SKY: 0.1
#...................
NETHER_WARTS:
base_rate: 0.015
persistent_growth_period: 16
needs_sunlight: false
not_full_sunlight_multiplier: 2.0
soil_material: SOUL_SAND
soil_max_layers: 4
soil_bonus_per_layer: 0.5
soil_layer_offset: 2
biomes:
HELL: 1.0
mushroom: 0.5
hot_dry: 0.25
#.....................
# stems grow super slow, while they produce blocks quite quickly
MELON_STEM:
inherit: crop
persistent_growth_period: 12
biomes:
SWAMPLAND: 1.0
hot_rainy: 0.5
temperate: 0.25
PUMPKIN_STEM:
inherit: crop
persistent_growth_period: 12
base_rate: 0.2
biomes:
cold: 1.0
temperate: 0.25
#.....................
MELON_BLOCK:
inherit: crop
persistent_growth_period: 12
soil_max_layers: 0
base_rate: 0.32
biomes:
SWAMPLAND: 1.0
hot_rainy: 0.5
temperate: 0.25
PUMPKIN:
inherit: crop
persistent_growth_period: 12
soil_max_layers: 0
base_rate: 0.32
biomes:
cold: 1.0
temperate: 0.25
#--------------------------
BEETROOT_BLOCK:
inherit: crop
persistent_growth_period: 3
biomes:
PLAINS: 1.0
forest: 0.75
SKY: 0.5
cold: 0.25
hot_dry: 0.25
mountain: 0.25
mushroom: 0.25
#----------------------------------------
column:
base_rate: 0.2
needs_sunlight: true
not_full_sunlight_multiplier: 0.5
soil_max_layers: 0
CACTUS:
inherit: column
persistent_growth_period: 12
biomes:
hot_dry: 1.0
HELL: 0.5
SUGAR_CANE_BLOCK:
inherit: column
persistent_growth_period: 12
biomes:
hot_rainy: 1.0
SWAMPLAND: 0.5
BEACHES: 0.5
RIVER: 0.5
#----------------------------------------
COCOA:
needs_sunlight: true
base_rate: 0.1
not_full_sunlight_multiplier: 0.2
persistent_growth_period: 24
# get incremental bonus from an unbroken chain of up to 25
# vines starting directly below the cocoa pod
soil_material: VINE
soil_max_layers: 25
soil_bonus_per_layer: 0.3
soil_layer_offset: 1
biomes:
hot_rainy: 1.0
#----------------------------------------
# Trees are persistent. BIG_TREE, TALL_BIRCH, TALL_REDWOOD, JUNGLE_BUSH and SWAMP
# don't have a specific sapling type, so these may grow from their relevant
# sapling type (BIG_TREE from TREE, TALL_BIRCH from BIRCH...) with a chance
# resulting from their growth rate, much like fish drops. The chance/rate should
# be kept very low, none of these types except BIG_TREE spawn in vanilla, only at
# world generation.
# This means that only base_rate and biome rates are relevant for these types,
# persistence is ignored. Additionally, since BIG_TREE grows naturally, it might
# actually get cancelled more often in loaded chunks than the rate/chance from
# persistence does.
basetree:
base_rate: 0.04
needs_sunlight: true
not_full_sunlight_multiplier: 0.125
greenhouse_rate: 0.75
biomes:
mushroom: 0.5
freshwater: 0.5
TREE:
inherit: basetree
persistent_growth_period: 6
biomes:
SWAMPLAND: 0.5
forest: 2.0
PLAINS: 0.25
hot_rainy: 0.5
SKY: 0.25
# TREE has a (rate) chance of growing into this version:
BIG_TREE:
inherit: TREE
base_rate: 0.04
BIRCH:
inherit: basetree
persistent_growth_period: 6
biomes:
forest: 2.0
PLAINS: 0.25
# BIRCH has a (rate) chance of growing into this version:
TALL_BIRCH:
inherit: BIRCH
base_rate: 0.04
REDWOOD:
inherit: basetree
persistent_growth_period: 6
biomes:
cold: 0.75
cold_forest: 2.0
mountain: 0.75
# REDWOOD has a (rate) chance of growing into this version:
TALL_REDWOOD:
inherit: REDWOOD
base_rate: 0.04
# 2x2 array of redwood saplings
MEGA_REDWOOD:
inherit: REDWOOD
persistent_growth_period: 6
# generic sapling grows into this version ONLY in swampland:
SWAMP:
inherit: basetree
persistent_growth_period: 6
biomes:
SWAMPLAND: 1.0
SMALL_JUNGLE:
base_rate: 1.0
needs_sunlight: true
not_full_sunlight_multiplier: 0.125
persistent_growth_period: 6
biomes:
hot_rainy: 1.0
# 2x2 array of jungle saplings
JUNGLE:
inherit: SMALL_JUNGLE
persistent_growth_period: 6
# SMALL_JUNGLE has a (rate) chance of growing into this (rather annoying) bush:
JUNGLE_BUSH:
inherit: SMALL_JUNGLE
base_rate: 0.01
ACACIA:
inherit: basetree
persistent_growth_period: 6
biomes:
hot_dry: 2.0
PLAINS: 1.0
mushroom: 0.0
freshwater: 0.0
DARK_OAK:
inherit: basetree
persistent_growth_period: 6
biomes:
SWAMPLAND: 2.0
forest: 1.0
cold_forest: 0.5
#......................
mushroom:
base_rate: 1.0
needs_sunlight: false
max_soil_layers: 0
biomes:
mushroom: 1.0
hot_rainy: 0.1
HELL: 0.1
SWAMPLAND: 0.1
temperate: 0.1
water: 0.1
tree_BROWN_MUSHROOM:
inherit: mushroom
biomes:
SWAMPLAND: 1.0
mat_BROWN_MUSHROOM:
inherit: tree_BROWN_MUSHROOM
tree_RED_MUSHROOM:
inherit: mushroom
biomes:
HELL: 1.0
mat_RED_MUSHROOM:
inherit: tree_RED_MUSHROOM
#----------------------------------------
animal:
needs_sunlight: true
not_full_sunlight_multiplier: 0.125
base_rate: 1.0
soil_max_layers: 0
COW:
inherit: animal
biomes:
temperate: 1.0
mountain: 0.25
hot_dry: 0.1
cold: 0.5
hot_rainy: 0.1
mushroom: 1.0
CHICKEN:
inherit: animal
base_rate: 0.0
not_full_sunlight_multiplier: 1.0
HORSE:
inherit: animal
biomes:
temperate: 1.0
mountain: 0.25
hot_dry: 0.25
cold: 0.25
hot_rainy: 0.1
mushroom: 1.0
DONKEY:
inherit: animal
biomes:
temperate: 1.0
mountain: 0.25
hot_dry: 0.25
cold: 0.25
hot_rainy: 0.1
mushroom: 1.0
MULE:
inherit: animal
biomes:
temperate: 1.0
mountain: 0.25
hot_dry: 0.25
cold: 0.25
hot_rainy: 0.1
mushroom: 1.0
PIG:
inherit: animal
not_full_sunlight_multiplier: 0.5
biomes:
temperate: 0.5
mushroom: 1.0
SWAMPLAND: 1.0
hot_rainy: 1.0
SHEEP:
inherit: animal
not_full_sunlight_multiplier: 0.25
biomes:
mountain: 1.0
cold: 0.5
mushroom: 0.25
temperate: 0.25
MUSHROOM_COW:
inherit: animal
not_full_sunlight_multiplier: 0.5
biomes:
mushroom: 1.0
entity_RABBIT:
inherit: animal
biomes:
temperate: 1.0
mountain: 0.5
cold: 0.25
hot_dry: 0.25
LLAMA:
inherit: animal
biomes:
temperate: 1.0
mountain: 0.25
hot_dry: 0.25
cold: 0.25
hot_rainy: 0.1
mushroom: 1.0
PARROT:
inherit: animal
biomes:
hot_rainy: 1.0
hot_dry: 0.2
temperate: 0.5
moutain: 0.5
mushroom: 0.1
cold: 0.0
#---------------------------------------
fish_drops:
#---------------------------------------
# Base for all fishable
# Three tiers of loot, (e) for enchanted items. Assume an item from the rare
# group will drop 8% of the time and 10% for the uncommon group. When the
# rare group is chosen, each item within has a 16.67% chance of being
# selected. Uncommon group percentages are listed below.
# Common: RAW_FISH
# Uncommon: LEATHER_BOOTS (10.87%), LEATHER (10.87%), BONE (10.87%),
# POTION (10.87%), STRING (5.43%), FISHING_ROD (2.17%), BOWL (10.87%),
# STICK (5.43%), INK_SACK (10.87%), ROTTEN_FLESH (10.87%),
# TRIPWIRE_HOOK (10.87%)
# Rare: NAME_TAG, SADDLE, WATER_LILY, BOW(e), FISHING_ROD(e), BOOK(e)
mat_RAW_FISH:
base_rate: 1.0
biomes:
water: 1.0
mat_ENCHANTED_BOOK:
base_rate: 0.0
biomes:
water: 0.0
mat_BOW:
inherit: mat_RAW_FISH
# 1.33% * 0.188 = 0.25%
base_rate: 0.188
mat_FISHING_ROD:
inherit: mat_RAW_FISH
# 1.33% * 0.188 = 0.25%
base_rate: 0.188
mat_NAME_TAG:
inherit: mat_RAW_FISH
# 1.33% * 0.188 = 0.25%
base_rate: 0.188
mat_WATER_LILY:
inherit: mat_RAW_FISH
# 1.33% * 0.752 = 1%
base_rate: 0.752
mat_SADDLE:
inherit: mat_RAW_FISH
# 1.33% * 0.752 = 1%
base_rate: 0.752
mat_POTION:
inherit: mat_RAW_FISH
# 1.087% * 0.92 = 1%
base_rate: 0.92
mat_TRIPWIRE_HOOK:
inherit: mat_RAW_FISH
# 1.087% * 0.92 = 1%
base_rate: 0.92
mat_LEATHER:
inherit: mat_RAW_FISH
mat_BOWL:
inherit: mat_RAW_FISH
mat_LEATHER_BOOTS:
inherit: mat_RAW_FISH
mat_ROTTEN_FLESH:
inherit: mat_RAW_FISH
mat_STICK:
inherit: mat_RAW_FISH
mat_STRING:
inherit: mat_RAW_FISH
mat_BONE:
inherit: mat_RAW_FISH
mat_INK_SACK:
inherit: mat_RAW_FISH
#---------------------------------------
# Example config using replacement, if replace_fishing: true is set
# fish_drops:
# mat_FISH:
# # 50% of drops will be fish, regardless of "minecraft" drops.
# base_rate: 0.5
# subtypes: [0, 1, 2] # note that subtypes only apply for fish.
#
# mat_ENCHANTED_BOOK:
# # 25% of drops will be enchanted books, without any "treasure" enchants
# base_rate: 0.25
# random_enchant: true
# treasure_enchant: false
#
# mat_LEATHER_BOOTS:
# # 25% of drops will be leather boots, with "treasure" enchants
# base_rate: 0.25
# random_enchant: true
# treasure_enchant: true