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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[]

TemplateForBiome
true Set this to true if this biome config is used with non-OTG biomes, configured in the WorldConfig via TemplateBiome(). OTG generates the terrain for the biome as configured in this file and spawns resources, but also allows the biome to spawn its own resources and mobs and apply its settings. Because of this, the following OTG settings cannot be used:

- 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.

- OTG settings not mentioned above that are handled by OTG and don't rely on MC logic.

false
Defaults to false
TemplateBiomeType
Overworld

Nether

End

If this is a template biome config for an overworld biome, set this to Overworld. STONE is used for base terrain generation.

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

If this is a template biome config for an end biome, set this to End. END_STONE is used for base terrain generation.

Defaults to Overworld
BiomeDictTags
List of Forge biome dictionary tags Forge Biome Dictionary tags used by other mods to identify a biome and place modded blocks, items and mobs in it.

Example: HOT, DRY, SANDY, OVERWORLD

TemplateForBiome biomes inherit these from the targeted biomes.

Defaults to empty
BiomeCategory
none

taiga

extreme_hills

jungle

mesa

plains

savanna

icy

the_end

beach

forest

ocean

desert

river

swamp

mushroom

nether

Set a category for this biome, used by vanilla for... something.

TemplateForBiome biomes inherit this from the targeted biomes.

Defaults to none

Biome placement[]

BiomeSize
int Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth). Higher numbers result in a smaller biome, lower numbers a larger biome. How this setting is used depends on the value of BiomeMode in the WorldConfig.

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)

-- River biomes:  RiverSize (see WorldConfig)

Defaults to 4
BiomeRarity
int Biome rarity from 100 to 1. If this is normal or ice biome - chance to spawn this biome, then others.

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.

Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.

Defaults to 100
BiomeColor
color The hexadecimal color value of this biome. Used in the output of the /otg map command, and used in the input of BiomeMode: FromImage.
Defaults to #000000

Isle biomes[]

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

IsleInBiome
List of biome config names List of biomes in which this biome will spawn as an isle. For example, Mushroom Isles spawn inside the Ocean biome.
Defaults to empty
BiomeSizeWhenIsle
int Size of this biome when spawned as an isle biome in BiomeMode: Normal.

Valid values range from 0 to GenerationDepth.

Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.

Defaults to 6
BiomeRarityWhenIsle
int Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
Defaults to 97

Border biomes[]

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

BiomeIsBorder
List of biome config names List of biomes this biome can be a border of. For example, the Beach biome is a border on the Ocean biome, so it can spawn anywhere on the border of an ocean.
Defaults to empty
OnlyBorderNear
List of biome config names Whitelist of neighouring biomes that allow this border biome to spawn.
Defaults to empty
NotBorderNear
List of biome config names Blacklist of neighbouring biomes that do not allow this border biome to spawn. For example, the Beach biome will never spawn next to an Extreme Hills biome. Only used when OnlyBorderNear is empty / not used.
Defaults to empty
BiomeSizeWhenBorder
int Size of this biome when spawned as a border biome in BiomeMode: Normal.

Valid values range from 0 to GenerationDepth.

Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going

to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.

Defaults to 8

Terrain height and volatility[]

BiomeHeight
float BiomeHeight defines how much height will be added during terrain generation. Must be between -10.0 and 10.0. Value 0.0 is equivalent to half of map height with all other settings at defaults.
Defaults to 0.125
BiomeVolatility
float Biome volatility
Defaults to 0.05
SmoothRadius
int Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting smooth radius seems to be  (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 . So if two biomes next to each other have both a smooth radius of 2, the resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
Defaults to 2
CustomHeightControlSmoothRadius
int Works the same way as SmoothRadius but only acts on CustomHeightControl. Must be between 0 and 32, inclusive. Does nothing if Custom Height Control smoothing is not enabled in the world config.
Defaults to 2
MaxAverageHeight
float If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
Defaults to 0.0
MaxAverageDepth
float If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
Defaults to 0.0
Volatility1
float Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Defaults to 0.0
Volatility2
float Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Defaults to 0.0
VolatilityWeight1
float Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
Defaults to 0.5
VolatilityWeight2
float Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
Defaults to 0.45
DisableBiomeHeight
true Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
false
Defaults to false
CustomHeightControl
List of 17 doubles List of custom height factors, 17 double entries, each controls about 7 blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller. Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height.

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

Makes empty layer above bedrock layer.

Defaults to 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, 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, 0.0

Rivers[]

RiverBiome
biome config name The biome used as the river biome.
Defaults to River

Blocks[]

StoneBlock
block name The stone block used for the biome, usually STONE.
Defaults to minecraft:stone
SurfaceBlock
block name The surface block used for the biome, usually GRASS.
Defaults to minecraft:grass_block
GroundBlock
block name The ground block used for the biome, usually DIRT.
Defaults to minecraft:dirt
UnderWaterSurfaceBlock
block name The surface block used for the biome when underwater, usually the same as GroundBlock.
Defaults to minecraft:dirt
SurfaceAndGroundControl
custom Setting for biomes with more complex surface and ground blocks. Each column in the world has a noise value from what appears to be -7 to 7. Values near 0 are more common than values near -7 and 7. This setting is used to change the surface block based on the noise value for the column.

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.

- You can also use Iceberg to get iceberg generation like in vanilla frozen oceans. Iceberg accepts a normal SAGC string: "Iceberg <SAGC>", so you can use normal SAGC with it.

Defaults to empty
ReplacedBlocks
custom or None Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])

Example :

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

Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height. Only the following biome resources are affected: CustomObject, CustomStructure, Ore, UnderWaterOre, Vein, SurfacePatch, Boulder, IceSpike. BO's used as CustomObject/CustomStructure may have DoReplaceBlocks:false to save performance.

Defaults to None

Water / Lava & Frozen States[]

UseWorldWaterLevel
true Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
false
Defaults to true
WaterLevelMax
int Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
Defaults to 63
WaterLevelMin
int Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
Defaults to 0
WaterBlock
block name The block used when placing water in the biome.
Defaults to minecraft:water
IceBlock
block name The block used as ice. Ice only spawns if the BiomeTemperature is low enough.
Defaults to minecraft:ice
PackedIceBlock
block name The block used as packed ice. Packed ice only spawns when using Iceberg SurfaceAndGroundControl.
Defaults to minecraft:packed_ice
SnowBlock
block name The block used as snow (block, not tile). Snow blocks only spawn when using Iceberg SurfaceAndGroundControl.
Defaults to minecraft:snow_block
CooledLavaBlock
block name The block used as cooled or frozen lava. Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
Defaults to minecraft:lava

Visuals and weather[]

BiomeTemperature
float Biome temperature. Float value from 0.0 to 2.0. When this value is around 0.2, snow will fall on mountain peaks above y=90. When this value is around 0.1, the whole biome will be covered in snow and ice.
Defaults to 0.8
UseFrozenOceanTemperature
true Set this to true to use variable temperatures within the biome based on noise. Used for vanilla Frozen Ocean and Deep Frozen Ocean biomes to create patches of water/ice.
false
Defaults to false
BiomeWetness
float Biome wetness. Float value from 0.0 to 1.0. Affects rain and snow.
Defaults to 0.4
SkyColor
color Biome sky color.
Defaults to #7BA5FF
WaterColor
color Biome water color. #FFFFFF means default.
Defaults to #FFFFFF
WaterColorControl
custom Setting for biomes with more complex colors. #FFFFFF means default. Each column in the world has a noise value from what appears to be -1 to 1. Values near 0 are more common than values near -1 and 1. This setting is used to change the water color based on the noise value for the column.

Syntax: Color,MaxNoise,[AnotherColor,MaxNoise[,...]]

Example: WaterColorControl: #FFFFFF,-0.8,#000000,0.0

When the noise is below -0.8, the water will be white, between -0.8 and 0  the water will be black, and above 0 the water will be the normal WaterColor.

Defaults to empty
GrassColor
color Biome grass color. #FFFFFF means default.
Defaults to #FFFFFF
GrassColorControl
custom Setting for biomes with more complex colors. #FFFFFF means default. Each column in the world has a noise value from what appears to be -1 to 1. Values near 0 are more common than values near -1 and 1. This setting is used to change the grass color based on the noise value for the column.

Syntax: Color,MaxNoise,[AnotherColor,MaxNoise[,...]]

Example: WaterColorControl: #FFFFFF,-0.8,#000000,0.0

When the noise is below -0.8, the grass will be white, between -0.8 and 0  the grass will be black, and above 0 the grass will be the normal GrassColor.

Defaults to empty
GrassColorModifier
None

Swamp

DarkForest

Biome grass color modifier.
Defaults to None
FoliageColor
color Biome foliage color. #FFFFFF means default.
Defaults to #FFFFFF
FoliageColorControl
custom Setting for biomes with more complex colors. #FFFFFF means default. Each column in the world has a noise value from what appears to be -1 to 1. Values near 0 are more common than values near -1 and 1. This setting is used to change the foliage color based on the noise value for the column.

Syntax: Color,MaxNoise,[AnotherColor,MaxNoise[,...]]

Example: FoliageColorControl: #FFFFFF,-0.8,#000000,0.0

When the noise is below -0.8, the foliage will be white, between -0.8 and 0  the foliage will be black, and above 0 the foliage will be the normal FoliageColor.

Defaults to empty
FogColor
color Biome fog color. #000000 means default.
Defaults to #000000
FogDensity
float Biome fog density, from 0.0 to 1.0. 0 will mimic vanilla fog density.
Defaults to 0.0
WaterFogColor
color Biome water fog color. #000000 means default.
Defaults to #000000
ParticleType
particle name Biome particle type, for example minecraft:white_ash. Use the "/otg data particle" console command to get a list of particles.
Defaults to empty
ParticleProbability
float Biome particle probability.
Defaults to 0.0
Music
music name Music for the biome, takes a resource location. Leave empty to disable. Examples:

- Music: minecraft:music_disc.cat

- Music: minecraft:music.nether.basalt_deltas

Defaults to empty
MusicMinDelay
int Minimum delay for music to start, in ticks
Defaults to 0
MusicMaxDelay
int Maximum delay for music to start, in ticks
Defaults to 0
ReplaceCurrentMusic
true Whether music replaces the current playing music in the client or not
false
Defaults to false
AmbientSound
ambient sound name Ambient sound for the biome. Leave empty to disable.

Example:

- AmbientSound: minecraft:ambient.cave

Defaults to empty
MoodSound
mood sound name Mood sound for the biome. Leave empty to disable.

Example:

- MoodSound: minecraft:ambient.crimson_forest.mood

Defaults to minecraft:ambient.cave
MoodSoundDelay
int The delay in ticks between triggering mood sound
Defaults to 6000
MoodSearchRange
int How far from the player a mood sound can play
Defaults to 8
MoodOffset
float The offset of the sound event
Defaults to 2.0
AdditionsSound
additions sound name Additions sound for the biome. Leave empty to disable.

Example:

- AdditionsSound: minecraft:ambient.soul_sand_valley.additions

Defaults to empty
AdditionsTickChance
float The tick chance that the additions sound plays
Defaults to 0.0

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.

Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
custom Works like Tree resource except first parameter.

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.

RedMushroom/BrownMushroom - will only grow when bonemeal is used.

Defaults to empty

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.

StrongholdsEnabled
true Toggles strongholds spawning in this biome.
false
Defaults to true
WoodlandMansionsEnabled
true Toggles woodland mansions spawning in this biome.
false
Defaults to false
OceanMonumentsEnabled
true Toggles ocean monuments spawning in this biome.
false
Defaults to false
NetherFortressesEnabled
true Toggles nether fortresses spawning in this biome.
false
Defaults to false
VillageType
wood

sandstone

taiga

savanna

snowy

disabled

The type of villages in this biome.
Defaults to wood
VillageSize
int The size of villages in this biome, 6 by default.
Defaults to 6
MineshaftType
normal

mesa

disabled

The type of mineshafts in this biome.
Defaults to normal
MineshaftProbability
float Probability of mineshafts spawning.
Defaults to 0.004
RareBuildingType
desertPyramid

jungleTemple

swampHut

igloo

disabled

The type of the aboveground rare building in this biome.
Defaults to disabled
BuriedTreasureEnabled
true Toggles buried treasure spawning in this biome.
false
Defaults to false
BuriedTreasureProbability
float Probability of buried treasure spawning.
Defaults to 0.01
ShipWreckEnabled
true Toggles shipwrecks spawning in this biome.
false
Defaults to false
ShipWreckBeachedEnabled
true Toggles beached shipwrecks spawning in this biome.
false
Defaults to false
PillagerOutpostEnabled
true Toggles pillager outposts spawning in this biome.
false
Defaults to false
PillagerOutpostSize
int The size of pillager outposts in this biome.
Defaults to 7
BastionRemnantEnabled
true Toggles bastion remnants spawning in this biome.
false
Defaults to false
BastionRemnantSize
int The size of bastion remnants in this biome.
Defaults to 6
NetherFossilEnabled
true Toggles nether fossils spawning in this biome. Caution: Nether fossils spawn at all heights.
false
Defaults to false
EndCityEnabled
true Toggles end cities spawning in this biome.
false
Defaults to false
RuinedPortalType
normal

desert

jungle

swamp

mountain

ocean

nether

disabled

The type of ruined portals in this biome.
Defaults to normal
OceanRuinsType
cold

warm

disabled

The type of ocean ruins in this biome.
Defaults to disabled
OceanRuinsLargeProbability
float Probability of large ocean ruins spawning.
Defaults to 0.3
OceanRuinsClusterProbability
float Probability of ocean ruins spawning clusters.
Defaults to 0.9

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.

SpawnMonsters
setting type The monsters (blazes, cave spiders, creepers, drowned, elder guardians, ender dragons, endermen, endermites, evokers, ghasts, giants, guardians, hoglins, husks, illusioners, magma cubes, phantoms, piglins, pillagers, ravagers, shulkers, silverfishes, skeletons, slimes, spiders, strays, vexes, vindicators, witches, zoglins, zombies, zombie villagers, zombified piglins) that spawn in this biome.

For instance [{"mob": "minecraft:spider", "weight": 100, "min": 4, "max": 4}, {"mob": "minecraft:zombie", "weight": 100, "min": 4, "max": 4}]

Defaults to []
SpawnCreatures
setting type The friendly creatures (bees, cats, chickens, cows, donkeys, foxes, horses, llama, mooshrooms, mules, ocelots, panda's, parrots, pigs, polar bears, rabbits, sheep, skeleton horses, striders, trader llama's, turtles, wandering traders, wolves, zombie horses) that spawn in this biome.

For instance [{"mob": "minecraft:sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "minecraft:pig", "weight": 10, "min": 4, "max": 4}]

Defaults to []
SpawnWaterCreatures
setting type The water creatures (squids and dolphins) that spawn in this biome.

For instance [{"mob": "minecraft:squid", "weight": 10, "min": 4, "max": 4}]

Defaults to []
SpawnAmbientCreatures
setting type The ambient creatures (only bats in vanila) that spawn in this biome. For instance [{"mob": "minecraft:bat", "weight": 10, "min": 8, "max": 8}]
Defaults to []
SpawnWaterAmbientCreatures
setting type The ambient water creatures (cod, pufferfish, salmon, tropical fish) that spawn in this biome.

For instance [{"mob": "minecraft:cod", "weight": 10, "min": 8, "max": 8}]

Defaults to []
SpawnMiscCreatures
setting type The miscellaneous creatures (iron golems, snow golems and villagers) that spawn in this biome.

For instance [{"mob": "minecraft:villager", "weight": 10, "min": 8, "max": 8}]

Defaults to []
InheritMobsBiomeName
biome name Inherit the internal mobs list of another biome. Inherited mobs can be overridden using the mob spawn settings in this biome config. Any mob type defined in this biome config will override inherited mob settings for the same mob in the same mob category. Use this setting to inherit mob spawn lists from other biomes. Accepts both OTG and non-OTG (vanilla or other mods') biomes. See also: BiomeDictTags.
Defaults to empty
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