# Config Generator If you are confused about all parameters and terrain generation, you can try our [Config Generator](https://viola-siemens.github.io/pages/tools/oceanworld-config.html) to generate config and see the preview of the config you make. # Temperature ## Description The temperature values MUST BE ASCENDING! Temperature in [-1.0, FROZEN_TEMPERATURE] will be filled with frozen biomes (eg. Snowy Plains, Frozen Ocean), [FROZEN_TEMPERATURE, COOL_TEMPERATURE] is for cold biomes (eg. Taiga, Cold Ocean), [COOL_TEMPERATURE, WARM_TEMPERATURE] is for neutral biomes (eg. Plains, Forests), [WARM_TEMPERATURE, HOT_TEMPERATURE] is for warm biomes (eg. savanna, jungle), and [HOT_TEMPERATURE, 1.0] is for hot biomes (eg. badlands, desert). ## Presets ### Vanilla ```json { "FROZEN_TEMPERATURE": -0.45, "COOL_TEMPERATURE": -0.15, "WARM_TEMPERATURE": 0.2, "HOT_TEMPERATURE": 0.55, "OCTAVE_TEMPERATURE_ADDER": 0 } ``` # Humidity ## Description The humidity values MUST BE ASCENDING! Temperature in [-1.0, ARID_HUMIDITY] will be filled with arid biomes (eg. ice spikes, savanna), [ARID_HUMIDITY, DRY_HUMIDITY] is for dry biomes (eg. plains, windswept gravelly hills), [DRY_HUMIDITY, WET_HUMIDITY] is for neutral biomes (eg. meadows, forests), [WET_HUMIDITY, HUMID_HUMIDITY] is for wet biomes (eg. taiga, wooded badlands), and [HUMID_HUMIDITY, 1.0] is for humid biomes (eg. dark forests, jungle). ## Presets ### Vanilla ```json { "ARID_HUMIDITY": -0.35, "DRY_HUMIDITY": -0.1, "WET_HUMIDITY": 0.1, "HUMID_HUMIDITY": 0.3, "OCTAVE_HUMIDITY_ADDER": 0 } ``` # Continentalness ## Description The continentalness values and shaper values MUST BE ASCENDING! If you modify these continentalness values, please remember to modify shaper values under the guide. ## Presets ### Default Values in Ocean World Mod ```json { "MUSHROOM_FIELDS_TO_DEEP_OCEAN_CONTINENTALNESS": -1.01, "DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS": 0.29, "OCEAN_TO_COAST_CONTINENTALNESS": 0.42, "COAST_TO_INLAND_CONTINENTALNESS": 0.51, "NEAR_INLAND_TO_MID_INLAND_CONTINENTALNESS": 0.62, "MID_INLAND_TO_MOUNTAINS_CONTINENTALNESS": 0.785, "PEAKS_CONTINENTALNESS": 0.9, "MUSHROOM_FIELDS_TO_DEEP_OCEAN_SHAPER": -0.99, "DEEP_OCEAN_TO_OCEAN_SHAPER": 0.25, "OCEAN_TO_COAST_SHAPER": 0.325, "COAST_WATER_SHAPER": 0.43, "COAST_BANK_SHAPER": 0.47, "COAST_LAND_SHAPER": 0.48, "NEAR_INLAND_SHAPER": 0.52, "INLAND_EROSION_SHAPER": 0.64, "MID_INLAND_SHAPER": 0.76, "PEAKS_EROSION_SHAPER": 0.92, "OCTAVE_CONTINENTALNESS_ADDER": 1 } ``` Notice that the larger gap between two neighbor values, the more frequently it will generate. The example given above means deep ocean (-1.01~0.29) will generate most frequently. ### Vanilla ```json { "MUSHROOM_FIELDS_TO_DEEP_OCEAN_CONTINENTALNESS": -1.05, "DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS": -0.455, "OCEAN_TO_COAST_CONTINENTALNESS": -0.19, "COAST_TO_INLAND_CONTINENTALNESS": -0.11, "NEAR_INLAND_TO_MID_INLAND_CONTINENTALNESS": 0.03, "MID_INLAND_TO_MOUNTAINS_CONTINENTALNESS": 0.3, "PEAKS_CONTINENTALNESS": 0.55, "MUSHROOM_FIELDS_TO_DEEP_OCEAN_SHAPER": -1.02, "DEEP_OCEAN_TO_OCEAN_SHAPER": -0.51, "OCEAN_TO_COAST_SHAPER": -0.44, "COAST_WATER_SHAPER": -0.18, "COAST_BANK_SHAPER": -0.16, "COAST_LAND_SHAPER": -0.15, "NEAR_INLAND_SHAPER": -0.1, "INLAND_EROSION_SHAPER": 0.06, "MID_INLAND_SHAPER": 0.25, "PEAKS_EROSION_SHAPER": 0.65, "OCTAVE_CONTINENTALNESS_ADDER": 0 } ``` ## Comments Here are some constructive comments for you to modify the shaper values: - MUSHROOM_FIELDS_TO_DEEP_OCEAN_SHAPER should be greater than MUSHROOM_FIELDS_TO_DEEP_OCEAN_CONTINENTALNESS. - DEEP_OCEAN_TO_OCEAN_SHAPER should be a little less than DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS. - OCEAN_TO_COAST_SHAPER should be between DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS and OCEAN_TO_COAST_CONTINENTALNESS. - COAST_WATER_SHAPER should be close to OCEAN_TO_COAST_CONTINENTALNESS. - COAST_BANK_SHAPER should be between OCEAN_TO_COAST_CONTINENTALNESS and COAST_TO_INLAND_CONTINENTALNESS. - COAST_LAND_SHAPER should be a little greater than COAST_BANK_SHAPER. - NEAR_INLAND_SHAPER should be a little greater than COAST_TO_INLAND_CONTINENTALNESS. - INLAND_EROSION_SHAPER should be a little greater than NEAR_INLAND_TO_MID_INLAND_CONTINENTALNESS. - MID_INLAND_SHAPER should be a little less than MID_INLAND_TO_MOUNTAINS_CONTINENTALNESS. - PEAKS_EROSION_SHAPER should be a little greater than PEAKS_CONTINENTALNESS. # Others ## STRUCTURE_DENSITY_MULTIPLIER The higher, the denser the structures will be. The lower, the less chance you can find structures in your world. ## ENABLE_MUSHROOM_FIELDS_SPAWN If true, players can spawn at mushroom fields.