Open Terrain Generator Wiki
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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 Bamboo BasaltColumn Boulder Cactus CoralClaw CoralMushroom CoralTree CustomObject CustomStructure
Dungeon Fossil Grass Iceberg IceSpike Kelp Liquid Ore Plant Reed
Registry SeaGrass SeaPickle SmallLake SurfacePatch Tree UnderGroundLake UnderWaterOre UnderWaterPlant Vein
Vines Well

AboveWaterRes[]

AboveWaterRes-New
Used to place single-block resources on the surface of water within the biome, in a manner similar to vanilla lily pads.


Can be customized to use any block.

Syntax:
AboveWaterRes(BlockName,Frequency,Rarity)
Parameter Value Description
BlockName Block ID Name of the block to be placed, such as minecraft:lily_pad
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[]

Bamboo-New
Used to generate bamboo.


Frequency and rarity, as well as chance of generating Podzol underneath are customizable.

Syntax:
Bamboo(Frequency, Rarity, PodzolChance, BlockSource)
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.
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[]

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.


Their shapes are overall similar, although there is some small variation in size/shape. Each face tends to have a cross shape or square shape, possibly missing a corner or two.


Block type, frequency, rarity and height range are customizable.

Syntax:
Boulder(BlockName, Frequency, Rarity, MinAltitude, MaxAltitude, BlockSource)
Parameter Value Description
BlockName Block ID Name of the block to be placed, such as minecraft:stone
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.
Example:
Boulder(minecraft:mossy_cobblestone,2,30.0,0,255,minecraft:grass_block,minecraft:dirt)

Cactus[]

Cactus2
Generates stacks of blocks in a manner similar to vanilla's cactus generation.


Block type, frequency, rarity and height range are all customizable.

Syntax:
Cactus(BlockName, Frequency, Rarity, MinAltitude, MaxAltitude, BlockSource)
Parameter Value Description
BlockName Block ID Name of the block to be placed, such as minecraft:cactus
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.
Example:
Cactus(minecraft:cactus,10,100.0,0,128,minecraft:sand)

CoralClaw[]

CoralClaw
Generates claw-shaped coral formations.


Will only generate underwater.

Syntax:
CoralClaw(Frequency, Rarity)
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[]

CoralMushroom
Generates mushroom-shaped coral formations.


Will only generate underwater.

Syntax:
CoralMushroom(Frequency, Rarity)
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[]

CoralTree
Generates tree-shaped coral formations.


Will only generate underwater.

Syntax:
CoralTree(Frequency, Rarity)
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

CustomObjectExample
Generates custom objects that you have created (for example the mushrooms in the image to the left).


Frequency, rarity and all other placement rules are defined in the custom object file itself.

Note:

  • Trees have their own resource for placement, this resource is best used for non-tree objects.
  • Custom Objects have a maximum horizontal size of 32x32.
Syntax:
CustomObject(Object[,AnotherObject,...])
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[]

Monster room
Dungeons are small rooms made of cobblestone and mossy cobblestone and contain a mob spawner and up to 2 chests.
Syntax:
Dungeon(Range,Count,MinAltitude,MaxAltitude)
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:
Dungeon(256,1,0,255)

Fossil[]

Fossil2
A fossil is a rarely-occurring skeletal structure composed of bone blocks and coal ore.


A full description is available on the Minecraft wiki: https://minecraft.fandom.com/wiki/Fossil

Syntax:
Fossil(Chance, MinAltitude, MaxAltitude)
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:
Fossil(3.0,30,50)

Grass[]

Grassungrouped
Scatter blocks in loose or tight clusters on the surface, similar to vanilla Minecraft's grass generation.
Syntax:
Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
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.
Grouped Choice Whether the blocks placed should be clustered tightly together, or scattered apart on the terrain. Must be Grouped or NotGrouped.
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.
Example:
Grass(minecraft:grass,Grouped,10,50.0,minecraft:grass_block)

Iceberg[]

Iceberg
Used to place randomly-generated chunks of mixed blocks in a manner similar to vanilla's icebergs.
Syntax:
Iceberg(BlockName1, BlockName2, Chance, [AnotherBlock1, AnotherBlock2, AnotherChance...], TotalChance)
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:
Iceberg(minecraft:obsidian,minecraft:cobblestone,25,minecraft:red_sand,minecraft:sandstone,75,100)

IceSpike[]

Icespikes
Generates spike formations. Three types of spikes are available.
  • Basement Goes from surface to underground a few layers, does not necessarily line up with other types.
  • SmallSpike Creates only small, egg-like spikes.
  • HugeSpike Creates spikes with tendency towards tallness.
Syntax:
IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
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.
Example:
IceSpike(minecraft:packed_ice,HugeSpike,3,1.66,60,180,minecraft:ice,minecraft:dirt,minecraft:snow_block)
IceSpike(minecraft:packed_ice,SmallSpike,3,98.33,60,180,minecraft:ice,minecraft:dirt,minecraft:snow_block)
IceSpike(minecraft:packed_ice,Basement,2,100.0,60,180,minecraft:ice,minecraft:dirt,minecraft:snow_block)

Kelp[]

Kelp
Places kelp underwater with customizable frequency and rarity.
Syntax:
Kelp(Frequency,Rarity)
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:
Kelp(80,25.0)

Liquid[]

Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

Ore[]

Coalore
Places clusters of blocks that overwrite other blocks (such as stone), similar to vanilla Minecraft's ore generation.


Note: underground dirt and gravel patches are also generated using the ore generator.

Syntax:
Ore(BlockName, Size, Frequency, Rarity, MinAltitude, MaxAltitude, BlockSource)
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.
Example:
Ore(minecraft:coal_ore,17,20,100.0,0,127,minecraft:stone)

Plant[]

Plant2
Places blocks in a manner similar to vanilla's flower generation.


It picks a completely random position in the chunk between MinAltitude (inclusive) and MaxAltitude (exclusive) and looks if that is a suitable position. This means that it can also generate underground, but also that it wastes a lot of time on failed attempts.


For a similar function that only works on the surface, see Grass().

Syntax:
Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
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.
Example:
Plant(minecraft:allium,2,100.0,0,128,minecraft:grass_block,minecraft:dirt)

Reed[]

Reed
Places stacks of blocks next to water, 1-3 blocks high, similar to vanilla's reed generation.
Syntax:
Reed(BlockName, Frequency, Rarity, MinAltitude, MaxAltitude, BlockSource)
Parameter Value Description
BlockName Block ID Name of the block to be placed, such as minecraft:sugar_cane
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.
Example:
Reed(minecraft:sugar_cane,10,100.0,0,128,minecraft:sand,minecraft:grass_block,minecraft:dirt)

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[]

Seagrass
Places sea grass underwater with customizable frequency, rarity and chance to spawn tall variants.
Syntax:
SeaGrass(Frequency,Rarity,TallChance)
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:
SeaGrass(100,25.0,0.5)

SeaPickle[]

SeaPickle(Frequency,Rarity,Attempts)

SmallLake[]

Smallake
Generates a small lake on the surface.
Syntax:
SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
Parameter Value Description
BlockName Block ID Name of the block to be placed, such as minecraft:water
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:
SmallLake(minecraft:water,4,7.0,8,119)

SurfacePatch[]

Surfacepatch
Replaces surface blocks in a randomized pattern. Can designate a block to place on top of the surface patch as a decoration.
Syntax:
SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
Parameter Value Description
BlockName Block ID Name of the block to be placed, such as minecraft:water
DecorationBlockName Block ID Name of the block to be placed above BlockName, such as minecraft:lily_pad
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.
Example:
SurfacePatch(minecraft:water,minecraft:lily_pad,62,255,minecraft:grass_block)

Tree[]

See also: Custom objects and structures

Treetypes
Generates a tree either using vanilla Minecraft tree types, or a custom object placed in the WorldObjects folder.


Possible vanilla tree types are listed in the image to the left.

Syntax:
Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
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:
Tree(10,Taiga1,30,Taiga2,30,MyCustomTree1,100)

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.


Please note that a 100% chance does not guarantee a tree generates, there still needs to be enough space. There are never 10 trees in a chunk, simply because there isn't enough space for that. However, Tree(50,Tree,100) will cause more trees to spawn than Tree(8,Tree,100), simply because OTG tries more spots out to place a tree.


You can limit a tree type to certain height values by appending (MinHeight=number;MaxHeight=number) to the tree type. For example, Tree(10,Forest(MinHeight=70),20,BigTree(MinHeight=80;MaxHeight=130),50,Tree,100) will make the big trees only spawn between y=80 and y=130 and the birch trees only above y=70, while normal trees will still spawn at all altitudes. As you can see from the example, you don't need to specify both the MinHeight and MaxHeight, writing only one of the two is also valid. Please note that the ; instead of a , is not a typo.

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[]

2021-07-25 21.13.51
Generates circles/disks of blocks in water lakes. Overwrites other blocks (similar to ores)
Syntax:
UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
Parameter Value Description
BlockName Block ID Name of the block to be placed, such as minecraft:clay
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.
Example:
UnderWaterOre(minecraft:clay,10,1,100.0,minecraft:grass_block,minecraft:sand)

UnderWaterPlant[]

UnderWaterPlant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

Vein[]

Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])

Vines[]

Vines2
Generates vines against hills, trees and inside caves.


Note: Most vines on the vanilla Jungle and Swamp trees are generated by the tree itself.

Syntax:
Vines(Frequency, Rarity, MinAltitude, MaxAltitude)
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:
Vines(5,100.0,62,255)

Well[]

Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])

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