This is just one biome from config file to show things up, all biomes that RWG currently has will be listed in this file for you to configure.
You will find this file inside: RealisticWorldGenerator/worlds/[WorldName]
forest:
overlay:
chance: 6
blocks:
- minecraft:poppy;10
- minecraft:dandelion;5
- minecraft:grass;60
- minecraft:fern;50
- minecraft:oak_leaves[distance=7,persistent=false];2
entities:
chance:
random: 16.0
min: 0.0
max: 1.0
weight: 1.0
list:
- CHICKEN::5.0
- PIG::5.0
- SHEEP::6.0
- COW::4.0
- RABBIT::0.2
- WOLF::0.5
structures:
chance:
random: 100000.0
min: 0.0
max: 2.0
weight: 1.0
list:
- DUNGEON::1.0
- MANSION::0.5
water:
top-layer:
blocks: []
overlay:
chance: 100
blocks: []
trees:
chance:
random: 660.0
min: 0.0
max: 3.0
weight: 1.0
list:
- BIG_OAK_TREE_1::1.0
- BIG_OAK_TREE_2::1.0
- BIG_OAK_TREE_3::1.0
- BIG_OAK_TREE_4::1.0
- OAK_TREE_1::1.0
- OAK_TREE_2::1.0
- OAK_TREE_3::1.0
- OAK_TREE_4::1.0
- OAK_TREE_5::1.0
- OAK_TREE_6::1.0
- OAK_TREE_7::1.0
- OAK_TREE_8::1.0
- OAK_TREE_9::1.0
- OAK_TREE_10::1.0
layer:
'0': []
'1':
- minecraft:coarse_dirt;5
- minecraft:podzol[snowy=false];10
- minecraft:grass_block[snowy=false];120
'2':
- minecraft:stone;30
- minecraft:dirt;90
- minecraft:andesite;8
- minecraft:granite;8
'3':
- minecraft:stone;40
- minecraft:dirt;60
- minecraft:andesite;10
- minecraft:granite;10
'4':
- minecraft:stone;70
- minecraft:dirt;20
- minecraft:andesite;15
- minecraft:granite;15
Overlay controls which blocks you want to spawn on top of the terrain in this biome for example flowers, grass, fern or leaves that would act as bushes.
You can also put here for example stone buttons to decorate your ground with small rocks and for this purpose you can use block states to correctly face them.
Each block in minecraft has its own set of block states that you can find on official minecraft wiki.
overlay.chance defines a chance of spawning overlay block from list below. The chance is 1 to the chance you entered in this field.
overlay.blocks is a simple list that contains all of the overlay blocks that should be generated. It contains blocks and their chance in following format: NAMESPACED_BLOCK_ID:CHANCE
The chance of block, being picked for generation is calculated by adding chances of all blocks together, in this case it will be 137 and the chance for poppy to be generated will be 10 to 137.
overlay:
chance: 6
blocks:
- minecraft:poppy;10
- minecraft:dandelion;5
- minecraft:grass;60
- minecraft:fern;50
- minecraft:oak_leaves[distance=7,persistent=false];2
- minecraft:stone_button[face=floor];10 #example of using stone button as rock
Water controls which blocks you want to spawn on water areas that are in this biome. Top layer is used for blocks like ice and overlay layer is used for blocks like lily_pad.
This section chance system works just like overlay section and again you can use various block states for blocks in this section.
Each block in minecraft has its own set of block states that you can find on official minecraft wiki.
top-layer.blocks this is a simple list that contains all of the blocks you want to spawn on top layer of water this is used for various ice blocks that are in game and chance in following format: NAMESPACED_BLOCK_ID:CHANCE
overlay.chance defines a chance of spawning overlay block from list below. The chance is 1 to the chance you entered in this field.
overlay.blocks is a simple list that contains all of the overlay blocks that should be generated. It contains blocks and their chance in following format: NAMESPACED_BLOCK_ID:CHANCE
The chance of block, being picked for generation is calculated by adding chances of all blocks together, in this case it will be 10 and the chance for lily_pad to be generated will be 10 to 10 as there is just lily_pad.
water:
top-layer:
blocks: []
overlay:
chance: 100
blocks:
- lily_pad;10
Each one of these sections controls which schematics you want to spawn in this biome. Following sections (Trees, Structures, Entities) have more complex chance system and so they look different from Overlay or Water Overlay sections. For this chance system you have to always use .0 at the end of numbers othervise RWG would gave you errors and also you can't use 1 as it needs to have something in between.
Entities section is only used for initial entity spawn as RWG doesn't control which mobs will spawn in which biome, and was introduced later in V4 after discovering often problems with less mobs spawning on world generation.
chance.random is used as maximum cap which means each user can set their own cap for chance you can either use format of 660.0 or 6.6E2 the difference between those two methods are simply just zeros. If you would want maximum chance of 1 000 000 and want cleaner look you can turn this large number into smaller 1.0E6 then you can calculate full number using calculator and type following 1.0*10^6 which would give you 1 000 000. If we would turn 660 to 6.6E2 we would type 6.6*10^2 and it would give us 660.
chance.max is used to control actuall chance for generation, for easier understanding let's say we have random of 100.0 (100%) and we will put 10.0 (10%) to max we will end up with 10% chance to spawn a tree per block.
chance.weight despite its confusing name weight is basically rarity, weight or rarity is picked AFTER initial chance calculation with random and max and is used to prioritize trees with higher weight. So tree with weight of 7.0 will be picked from list more often then trees with weight of 1.0.
trees.list is another simple list that contains all of the tree schematics you want to use. It contains schematics and their weight attribute in following format: SCHEMATIC_NAME::WEIGHT
trees:
chance:
random: 660.0
min: 0.0
max: 3.0
weight: 1.0
list:
- BIG_OAK_TREE_1::1.0
- BIG_OAK_TREE_2::1.0
- OAK_TREE_1::1.0
- OAK_TREE_2::1.0
structures:
chance:
random: 100000.0
min: 0.0
max: 2.0
weight: 1.0
list:
- DUNGEON::1.0
- MANSION::0.5
entities:
chance:
random: 16.0
min: 0.0
max: 1.0
weight: 1.0
list:
- CHICKEN::5.0
- PIG::5.0
- SHEEP::6.0
- COW::4.0
- RABBIT::0.2
- WOLF::0.5
Layer controls which blocks you want to spawn in this biome. You can add as many layers as you want again you can use block states for blocks in this section. For example if you want enable snowy variant of grass block it would be grass_block[snowy=true].
Each block in minecraft has its own set of block states that you can find on official minecraft wiki.
layer.number is list for each layer that contains all of the blocks it should spawn. The format of those is again NAMESPACED_BLOCK_ID;CHANCE
Chance for these blocks works just like for overlay blocks and that is by adding each chance together so for example first layer: 15+50+120 which is 185 so coarse_dirt would have chance 15 to 185.
layer:
'0': []
'1':
- minecraft:coarse_dirt;15
- minecraft:podzol[snowy=false];50
- minecraft:grass_block[snowy=false];120
'2':
- minecraft:stone;30
- minecraft:dirt;90
- minecraft:andesite;8
- minecraft:granite;8
'3':
- minecraft:stone;40
- minecraft:dirt;60
- minecraft:andesite;10
- minecraft:granite;10
'4':
- minecraft:stone;70
- minecraft:dirt;20
- minecraft:andesite;15
- minecraft:granite;15