In each Biome Config you will find the resources queue, this is where most of the things that populate your biomes are configured. The resources will be placed in the order you define them.
List Of Resource Types:[]
AboveWaterRes[]
Used to place single-block resources on the surface of water within the biome, in a manner similar to vanilla lily pads.
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Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | Name of the block to be placed, such as minecraft:lily_pad
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Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
Example: |
AboveWaterRes(minecraft:lily_pad,4,100.0) |
Bamboo[]
Used to generate bamboo.
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Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
PodzolChance | Float | Percentage chance that podzol will generate beneath the generated bamboo. | |
BlockSource | Block ID(s) | List of block IDs valid for bamboo to spawn on, such as minecraft:grass_block .
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Example: |
Bamboo(50,80.0,0.5,minecraft:grass_block,minecraft:podzol) |
BasaltColumn[]
BasaltColumn(BlockName,Frequency,Rarity,BaseSize,SizeVariance,BaseHeight,HeightVariance,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Boulder[]
Identical to the vanilla Minecraft 'Forest Rock' found in the Giant Tree Taiga biome. Varying in size and shape, and usually half-buried in the ground.
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Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | Name of the block to be placed, such as minecraft:stone
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Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Maximum Y level at which this resource will spawn. | |
BlockSource | Block ID(s) | List of block IDs valid for boulders to spawn on, such as minecraft:grass_block .
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Example: |
Boulder(minecraft:mossy_cobblestone,2,30.0,0,255,minecraft:grass_block,minecraft:dirt) |
Cactus[]
Generates stacks of blocks in a manner similar to vanilla's cactus generation.
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Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | Name of the block to be placed, such as minecraft:cactus
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Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Maximum Y level at which this resource will spawn. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn on, such as minecraft:sand .
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Example: |
Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand) |
CoralClaw[]
Generates claw-shaped coral formations.
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Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
Example: |
CoralClaw(10,50.0) |
CoralMushroom[]
Generates mushroom-shaped coral formations.
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Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
Example: |
CoralMushroom(10,50.0) |
CoralTree[]
Generates tree-shaped coral formations.
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Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
Example: |
CoralTree(10,50.0) |
CustomObject[]
See also: Custom objects and structures
Generates custom objects that you have created (for example the mushrooms in the image to the left).
Note:
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Syntax: |
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Parameter | Value | Description | |
Object | String | Name of corresponding object name stored in the /WorldObjects folder | |
Example: |
CustomObject(MyMushroom1,MyMushroom2,MyMushroom3) |
CustomStructure[]
CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
See also: Custom objects and structures
Dungeon[]
Dungeons are small rooms made of cobblestone and mossy cobblestone and contain a mob spawner and up to 2 chests. | |||
Syntax: |
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Parameter | Value | Description | |
Range | Integer | Y level control from Y0 to Range value | |
Count | Integer | Unknown | |
MinAltitude | Integer | Additional Y controls added by OTG (unsure if useful?) | |
MaxAltitude | Integer | Additional Y controls added by OTG (unsure if useful?) | |
Example: |
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Fossil[]
A fossil is a rarely-occurring skeletal structure composed of bone blocks and coal ore.
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Syntax: |
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Parameter | Value | Description | |
Chance | Float | Percentage chance that an individual chunk will contain a fossil. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Minimum Y level at which this resource will spawn. | |
Example: |
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Grass[]
Scatter blocks in loose or tight clusters on the surface, similar to vanilla Minecraft's grass generation. | |||
Syntax: |
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Parameter | Value | Description | |
PlantType | Block ID(s) | The block to place. Can either be a block ID such as minecraft:grass , or the name of a vanilla plant such as BlueOrchid . A full list of plant names can be found in the biome config page.
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Grouped | Choice | Whether the blocks placed should be clustered tightly together, or scattered apart on the terrain. Must be Grouped or NotGrouped .
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Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn on, such as minecraft:grass_block .
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Example: |
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Iceberg[]
Used to place randomly-generated chunks of mixed blocks in a manner similar to vanilla's icebergs. | |||
Syntax: |
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Parameter | Value | Description | |
BlockName1 | Block ID | A block ID to compose the main part of the iceberg. | |
BlockName2 | Block ID | Another block ID to randomly mix with the first. | |
Chance | Integer | Relative probability that this variant of the iceberg will spawn in a given chunk. | |
[AnotherBlock] | Optional | Additional variant block combinations that may spawn instead. | |
TotalChance | Integer | The total chance that an iceberg will spawn in a given chunk. | |
Example: |
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IceSpike[]
Generates spike formations. Three types of spikes are available.
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Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | A block ID to compose the ice spike, normally packed ice. | |
IceSpikeType | String | Type of spike as per the above. | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Minimum Y level at which this resource will spawn. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn on, such as minecraft:ice .
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Example: |
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Kelp[]
Places kelp underwater with customizable frequency and rarity. | |||
Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
Example: |
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Liquid[]
Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Ore[]
Places clusters of blocks that overwrite other blocks (such as stone), similar to vanilla Minecraft's ore generation.
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Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | A block ID to compose the ore cluster. | |
Size | Integer | Size of the ore cluster. | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Minimum Y level at which this resource will spawn. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn in, such as minecraft:stone .
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Example: |
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Plant[]
Places blocks in a manner similar to vanilla's flower generation.
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Syntax: |
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Parameter | Value | Description | |
PlantType | Block ID | The block ID to plant. | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Maximum Y level at which this resource will spawn. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn on, such as minecraft:grass_block .
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Example: |
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Reed[]
Places stacks of blocks next to water, 1-3 blocks high, similar to vanilla's reed generation. | |||
Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | Name of the block to be placed, such as minecraft:sugar_cane
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Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Maximum Y level at which this resource will spawn. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn on, such as minecraft:sand .
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Example: |
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Registry[]
Used to add non-OTG (vanilla or modded) resources to OTG biomes.
Registry(RegistryKey,DecorationStage)
RegistryKey: Registry key for a (non-OTG) default or configured feature. For example: minecraft:plain_vegetation.
DecorationStage: Optional, one of the vanilla decoration stages.
Can be: RAW_GENERATION, LAKES, LOCAL_MODIFICATIONS, UNDERGROUND_STRUCTURES, SURFACE_STRUCTURES, STRONGHOLDS, UNDERGROUND_ORES, UNDERGROUND_DECORATION, VEGETAL_DECORATION, TOP_LAYER_MODIFICATION. VEGETAL_DECORATION by default.
A list of all resource locations that can be used in Registry() are available here, courtesy of MCPitman and Frank.
SeaGrass[]
Places sea grass underwater with customizable frequency, rarity and chance to spawn tall variants. | |||
Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
TallChance | Float | Chance to spawn tall sea grass (from 0-1). | |
Example: |
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SeaPickle[]
SeaPickle(Frequency,Rarity,Attempts)
SmallLake[]
Generates a small lake on the surface. | |||
Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | Name of the block to be placed, such as minecraft:water
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Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Maximum Y level at which this resource will spawn. | |
Example: |
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SurfacePatch[]
Replaces surface blocks in a randomized pattern. Can designate a block to place on top of the surface patch as a decoration. | |||
Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | Name of the block to be placed, such as minecraft:water
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DecorationBlockName | Block ID | Name of the block to be placed above BlockName, such as minecraft:lily_pad
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MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Maximum Y level at which this resource will spawn. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn in, such as minecraft:grass_block .
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Example: |
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Tree[]
See also: Custom objects and structures
Generates a tree either using vanilla Minecraft tree types, or a custom object placed in the WorldObjects folder.
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Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
TreeType | String | Name of the tree (either vanilla Minecraft tree, or Custom Object) | |
TreeTypeChance | Integer | Chance that the given tree will spawn. | |
Example: |
This means that OTG tries to generate ten trees in a chunk. It first tries to generate a Taiga1 tree with a 30% chance. If it fails to generate a Taiga1 tree it tries to generate a Taiga2 tree with a 30% chance. If that also fails, it tries to generate a custom object tree (MyCustomTree1) with a 100% chance.
Note that Tree() does not work underground; for cave worlds or other scenarios where you need tree-like resources underground, use CustomObject() instead. |
UnderGroundLake[]
Not working currently.
UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
UnderWaterOre[]
Generates circles/disks of blocks in water lakes. Overwrites other blocks (similar to ores) | |||
Syntax: |
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Parameter | Value | Description | |
BlockName | Block ID | Name of the block to be placed, such as minecraft:clay
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Size | Integer | Maximum size (diameter) of the disk. | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
BlockSource | Block ID(s) | List of block IDs valid for the resource to spawn in, such as minecraft:sand .
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Example: |
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UnderWaterPlant[]
UnderWaterPlant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
Vein[]
Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
Vines[]
Generates vines against hills, trees and inside caves.
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Syntax: |
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Parameter | Value | Description | |
Frequency | Integer | Number of times OTG will attempt to generate the resource per chunk. | |
Rarity | Float | Percentage chance that each placement attempt will succeed. | |
MinAltitude | Integer | Minimum Y level at which this resource will spawn. | |
MaxAltitude | Integer | Maximum Y level at which this resource will spawn. | |
Example: |
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Well[]
Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])