Skip to content

Instantly share code, notes, and snippets.

@ubergarm
Last active April 8, 2021 18:04
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save ubergarm/d43e59e3ee51a5e67aec8aaa86c5afab to your computer and use it in GitHub Desktop.
Save ubergarm/d43e59e3ee51a5e67aec8aaa86c5afab to your computer and use it in GitHub Desktop.
Configuration for Minecraft v1.12.2 mod `Topography` custom SkyIslandGeneratorV2() including Biomes O' Plenty and Thaumcraft biomes
// July 19. 2020
// https://gist.github.com/ubergarm/d43e59e3ee51a5e67aec8aaa86c5afab
// Configuration for Minecraft v1.12.2 mod `Topography` custom SkyIslandGeneratorV2() including Biomes O' Plenty and Thaumcraft biomes
// Based on Topography's default `Basic_Sky_Islands.txt` https://www.curseforge.com/minecraft/mc-mods/topography
// Version Info:
// - Minecraft v1.12.2
// - Mohist-1.12.2-7bb5453-server.jar
// - forge-14.23.5.2854
// - Topography-1.12.2-1.14.2.jar
// - BiomesOPlenty-1.12.2-7.0.1.2441-universal.jar
// - Thaumcraft-1.12.2-6.1.BETA26.jar
// - worleycaves-1.5.1.jar
// Installation:
// 1. Put this file into `<server>/config/topography/examples/`
// 2. Add the following lines into `<server>/config/topography/Topography.txt`
// skyMagicIslands = registerPreset("Sky Magic Islands", "images/Sky_Islands", "Sky Magic Islands using biomes o plenty.")
// skyMagicIslands.registerDimension(0, "examples/Sky_Magic_Islands")
// 3. Add `generator-settings={"Topography-Preset"\:"Sky Magic Islands"}` into `server.properties`
// 4. Add `level-type=BIOMESOP` into `server.properties`
//Sets the dimension to generate as the void biome. The sky islands will override this where they generate, so this will only be the biome between the islands.
setSingleBiome("minecraft:void")
//Add Vanilla Biome Types - Creates a new SkyIslandType. The argument is a biome id.
forest = new SkyIslandType("minecraft:forest")
forest.generateMineshafts(5)
forest.generateStrongholds(20)
forest.generateVillages(10)
cold_taiga = new SkyIslandType("minecraft:taiga_cold")
cold_taiga.generateMineshafts(5)
cold_taiga.generateStrongholds(20)
cold_taiga.generateVillages(10)
desert = new SkyIslandType("minecraft:desert")
desert.disableFluid()
desert.generateMineshafts(5)
desert.generateStrongholds(20)
desert.generateVillages(10)
mesa = new SkyIslandType("minecraft:mesa")
mesa.generateMineshafts(5)
mesa.generateStrongholds(20)
mesa.generateVillages(10)
jungle = new SkyIslandType("minecraft:jungle")
jungle.generateMineshafts(5)
jungle.generateStrongholds(20)
jungle.generateVillages(10)
plains = new SkyIslandType("minecraft:plains")
plains.generateMineshafts(5)
plains.generateStrongholds(20)
plains.generateVillages(10)
taiga = new SkyIslandType("minecraft:taiga")
taiga.generateMineshafts(5)
taiga.generateStrongholds(20)
taiga.generateVillages(10)
swamp = new SkyIslandType("minecraft:swampland")
swamp.generateMineshafts(5)
swamp.generateStrongholds(20)
swamp.generateVillages(10)
mushroom = new SkyIslandType("minecraft:mushroom_island")
mushroom.generateMineshafts(5)
mushroom.generateStrongholds(20)
mushroom.generateVillages(10)
ice_plains = new SkyIslandType("minecraft:ice_flats")
ice_plains.generateMineshafts(5)
ice_plains.generateStrongholds(20)
ice_plains.generateVillages(10)
savanna = new SkyIslandType("minecraft:savanna")
savanna.generateMineshafts(5)
savanna.generateStrongholds(20)
savanna.generateVillages(10)
roofed_forest = new SkyIslandType("minecraft:roofed_forest")
roofed_forest.generateMineshafts(5)
roofed_forest.generateStrongholds(20)
roofed_forest.generateVillages(10)
redwood_taiga = new SkyIslandType("minecraft:redwood_taiga")
redwood_taiga.generateMineshafts(5)
redwood_taiga.generateStrongholds(20)
redwood_taiga.generateVillages(10)
ocean = new SkyIslandType("minecraft:ocean")
ocean.setFluidPercentage(0.6)
lilypad = new ScatteredBlockGenerator(<minecraft:waterlily>, 164, 16)
lilypad.addRequiredBlock(<minecraft:water>)
ocean.addGenerator(lilypad)
//=====================================
// Add Biomes o plenty biome types
bop_oasis = new SkyIslandType("biomesoplenty:oasis")
bop_oasis.generateMineshafts(5)
bop_oasis.generateStrongholds(20)
bop_oasis.generateVillages(10)
bop_woodland = new SkyIslandType("biomesoplenty:woodland")
bop_woodland.generateMineshafts(5)
bop_woodland.generateStrongholds(20)
bop_woodland.generateVillages(10)
bop_white_beach = new SkyIslandType("biomesoplenty:white_beach")
bop_white_beach.generateMineshafts(5)
bop_white_beach.generateStrongholds(20)
bop_white_beach.generateVillages(10)
bop_shrubland = new SkyIslandType("biomesoplenty:shrubland")
bop_shrubland.generateMineshafts(5)
bop_shrubland.generateStrongholds(20)
bop_shrubland.generateVillages(10)
bop_xeric_shrubland = new SkyIslandType("biomesoplenty:xeric_shrubland")
bop_xeric_shrubland.generateMineshafts(5)
bop_xeric_shrubland.generateStrongholds(20)
bop_xeric_shrubland.generateVillages(10)
bop_tropical_rainforest = new SkyIslandType("biomesoplenty:tropical_rainforest")
bop_tropical_rainforest.generateMineshafts(5)
bop_tropical_rainforest.generateStrongholds(20)
bop_tropical_rainforest.generateVillages(10)
bop_fen = new SkyIslandType("biomesoplenty:fen")
bop_fen.generateMineshafts(5)
bop_fen.generateStrongholds(20)
bop_fen.generateVillages(10)
bop_steppe = new SkyIslandType("biomesoplenty:steppe")
bop_steppe.generateMineshafts(5)
bop_steppe.generateStrongholds(20)
bop_steppe.generateVillages(10)
bop_alps_foothills = new SkyIslandType("biomesoplenty:alps_foothills")
bop_alps_foothills.generateMineshafts(5)
bop_alps_foothills.generateStrongholds(20)
bop_alps_foothills.generateVillages(10)
bop_redwood_forest_edge = new SkyIslandType("biomesoplenty:redwood_forest_edge")
bop_redwood_forest_edge.generateMineshafts(5)
bop_redwood_forest_edge.generateStrongholds(20)
bop_redwood_forest_edge.generateVillages(10)
bop_bayou = new SkyIslandType("biomesoplenty:bayou")
bop_bayou.generateMineshafts(5)
bop_bayou.generateStrongholds(20)
bop_bayou.generateVillages(10)
bop_mountain = new SkyIslandType("biomesoplenty:mountain")
bop_mountain.generateMineshafts(5)
bop_mountain.generateStrongholds(20)
bop_mountain.generateVillages(10)
bop_phantasmagoric_inferno = new SkyIslandType("biomesoplenty:phantasmagoric_inferno")
bop_phantasmagoric_inferno.generateMineshafts(5)
bop_phantasmagoric_inferno.generateStrongholds(20)
bop_phantasmagoric_inferno.generateVillages(10)
bop_overgrown_cliffs = new SkyIslandType("biomesoplenty:overgrown_cliffs")
bop_overgrown_cliffs.generateMineshafts(5)
bop_overgrown_cliffs.generateStrongholds(20)
bop_overgrown_cliffs.generateVillages(10)
bop_highland = new SkyIslandType("biomesoplenty:highland")
bop_highland.generateMineshafts(5)
bop_highland.generateStrongholds(20)
bop_highland.generateVillages(10)
bop_volcanic_island = new SkyIslandType("biomesoplenty:volcanic_island")
bop_volcanic_island.generateMineshafts(5)
bop_volcanic_island.generateStrongholds(20)
bop_volcanic_island.generateVillages(10)
bop_quagmire = new SkyIslandType("biomesoplenty:quagmire")
bop_quagmire.generateMineshafts(5)
bop_quagmire.generateStrongholds(20)
bop_quagmire.generateVillages(10)
bop_marsh = new SkyIslandType("biomesoplenty:marsh")
bop_marsh.generateMineshafts(5)
bop_marsh.generateStrongholds(20)
bop_marsh.generateVillages(10)
bop_chaparral = new SkyIslandType("biomesoplenty:chaparral")
bop_chaparral.generateMineshafts(5)
bop_chaparral.generateStrongholds(20)
bop_chaparral.generateVillages(10)
bop_flower_island = new SkyIslandType("biomesoplenty:flower_island")
bop_flower_island.generateMineshafts(5)
bop_flower_island.generateStrongholds(20)
bop_flower_island.generateVillages(10)
bop_flower_field = new SkyIslandType("biomesoplenty:flower_field")
bop_flower_field.generateMineshafts(5)
bop_flower_field.generateStrongholds(20)
bop_flower_field.generateVillages(10)
bop_wetland = new SkyIslandType("biomesoplenty:wetland")
bop_wetland.generateMineshafts(5)
bop_wetland.generateStrongholds(20)
bop_wetland.generateVillages(10)
bop_mystic_grove = new SkyIslandType("biomesoplenty:mystic_grove")
bop_mystic_grove.generateMineshafts(5)
bop_mystic_grove.generateStrongholds(20)
bop_mystic_grove.generateVillages(10)
bop_cold_desert = new SkyIslandType("biomesoplenty:cold_desert")
bop_cold_desert.generateMineshafts(5)
bop_cold_desert.generateStrongholds(20)
bop_cold_desert.generateVillages(10)
bop_mountain_foothills = new SkyIslandType("biomesoplenty:mountain_foothills")
bop_mountain_foothills.generateMineshafts(5)
bop_mountain_foothills.generateStrongholds(20)
bop_mountain_foothills.generateVillages(10)
bop_maple_woods = new SkyIslandType("biomesoplenty:maple_woods")
bop_maple_woods.generateMineshafts(5)
bop_maple_woods.generateStrongholds(20)
bop_maple_woods.generateVillages(10)
bop_coral_reef = new SkyIslandType("biomesoplenty:coral_reef")
bop_coral_reef.generateMineshafts(5)
bop_coral_reef.generateStrongholds(20)
bop_coral_reef.generateVillages(10)
bop_orchard = new SkyIslandType("biomesoplenty:orchard")
bop_orchard.generateMineshafts(5)
bop_orchard.generateStrongholds(20)
bop_orchard.generateVillages(10)
bop_moor = new SkyIslandType("biomesoplenty:moor")
bop_moor.generateMineshafts(5)
bop_moor.generateStrongholds(20)
bop_moor.generateVillages(10)
bop_land_of_lakes = new SkyIslandType("biomesoplenty:land_of_lakes")
bop_land_of_lakes.generateMineshafts(5)
bop_land_of_lakes.generateStrongholds(20)
bop_land_of_lakes.generateVillages(10)
bop_bog = new SkyIslandType("biomesoplenty:bog")
bop_bog.generateMineshafts(5)
bop_bog.generateStrongholds(20)
bop_bog.generateVillages(10)
bop_coniferous_forest = new SkyIslandType("biomesoplenty:coniferous_forest")
bop_coniferous_forest.generateMineshafts(5)
bop_coniferous_forest.generateStrongholds(20)
bop_coniferous_forest.generateVillages(10)
bop_eucalyptus_forest = new SkyIslandType("biomesoplenty:eucalyptus_forest")
bop_eucalyptus_forest.generateMineshafts(5)
bop_eucalyptus_forest.generateStrongholds(20)
bop_eucalyptus_forest.generateVillages(10)
bop_outback = new SkyIslandType("biomesoplenty:outback")
bop_outback.generateMineshafts(5)
bop_outback.generateStrongholds(20)
bop_outback.generateVillages(10)
bop_shield = new SkyIslandType("biomesoplenty:shield")
bop_shield.generateMineshafts(5)
bop_shield.generateStrongholds(20)
bop_shield.generateVillages(10)
bop_snowy_tundra = new SkyIslandType("biomesoplenty:snowy_tundra")
bop_snowy_tundra.generateMineshafts(5)
bop_snowy_tundra.generateStrongholds(20)
bop_snowy_tundra.generateVillages(10)
bop_alps = new SkyIslandType("biomesoplenty:alps")
bop_alps.generateMineshafts(5)
bop_alps.generateStrongholds(20)
bop_alps.generateVillages(10)
bop_wasteland = new SkyIslandType("biomesoplenty:wasteland")
bop_wasteland.generateMineshafts(5)
bop_wasteland.generateStrongholds(20)
bop_wasteland.generateVillages(10)
bop_lush_desert = new SkyIslandType("biomesoplenty:lush_desert")
bop_lush_desert.generateMineshafts(5)
bop_lush_desert.generateStrongholds(20)
bop_lush_desert.generateVillages(10)
bop_mangrove = new SkyIslandType("biomesoplenty:mangrove")
bop_mangrove.generateMineshafts(5)
bop_mangrove.generateStrongholds(20)
bop_mangrove.generateVillages(10)
bop_boreal_forest = new SkyIslandType("biomesoplenty:boreal_forest")
bop_boreal_forest.generateMineshafts(5)
bop_boreal_forest.generateStrongholds(20)
bop_boreal_forest.generateVillages(10)
bop_redwood_forest = new SkyIslandType("biomesoplenty:redwood_forest")
bop_redwood_forest.generateMineshafts(5)
bop_redwood_forest.generateStrongholds(20)
bop_redwood_forest.generateVillages(10)
bop_cherry_blossom_grove = new SkyIslandType("biomesoplenty:cherry_blossom_grove")
bop_cherry_blossom_grove.generateMineshafts(5)
bop_cherry_blossom_grove.generateStrongholds(20)
bop_cherry_blossom_grove.generateVillages(10)
bop_visceral_heap = new SkyIslandType("biomesoplenty:visceral_heap")
bop_visceral_heap.generateMineshafts(5)
bop_visceral_heap.generateStrongholds(20)
bop_visceral_heap.generateVillages(10)
bop_snowy_forest = new SkyIslandType("biomesoplenty:snowy_forest")
bop_snowy_forest.generateMineshafts(5)
bop_snowy_forest.generateStrongholds(20)
bop_snowy_forest.generateVillages(10)
bop_seasonal_forest = new SkyIslandType("biomesoplenty:seasonal_forest")
bop_seasonal_forest.generateMineshafts(5)
bop_seasonal_forest.generateStrongholds(20)
bop_seasonal_forest.generateVillages(10)
bop_temperate_rainforest = new SkyIslandType("biomesoplenty:temperate_rainforest")
bop_temperate_rainforest.generateMineshafts(5)
bop_temperate_rainforest.generateStrongholds(20)
bop_temperate_rainforest.generateVillages(10)
bop_dead_forest = new SkyIslandType("biomesoplenty:dead_forest")
bop_dead_forest.generateMineshafts(5)
bop_dead_forest.generateStrongholds(20)
bop_dead_forest.generateVillages(10)
bop_bamboo_forest = new SkyIslandType("biomesoplenty:bamboo_forest")
bop_bamboo_forest.generateMineshafts(5)
bop_bamboo_forest.generateStrongholds(20)
bop_bamboo_forest.generateVillages(10)
bop_corrupted_sands = new SkyIslandType("biomesoplenty:corrupted_sands")
bop_corrupted_sands.generateMineshafts(5)
bop_corrupted_sands.generateStrongholds(20)
bop_corrupted_sands.generateVillages(10)
bop_dead_swamp = new SkyIslandType("biomesoplenty:dead_swamp")
bop_dead_swamp.generateMineshafts(5)
bop_dead_swamp.generateStrongholds(20)
bop_dead_swamp.generateVillages(10)
bop_kelp_forest = new SkyIslandType("biomesoplenty:kelp_forest")
bop_kelp_forest.generateMineshafts(5)
bop_kelp_forest.generateStrongholds(20)
bop_kelp_forest.generateVillages(10)
bop_pasture = new SkyIslandType("biomesoplenty:pasture")
bop_pasture.generateMineshafts(5)
bop_pasture.generateStrongholds(20)
bop_pasture.generateVillages(10)
bop_glacier = new SkyIslandType("biomesoplenty:glacier")
bop_glacier.generateMineshafts(5)
bop_glacier.generateStrongholds(20)
bop_glacier.generateVillages(10)
bop_meadow = new SkyIslandType("biomesoplenty:meadow")
bop_meadow.generateMineshafts(5)
bop_meadow.generateStrongholds(20)
bop_meadow.generateVillages(10)
bop_lush_swamp = new SkyIslandType("biomesoplenty:lush_swamp")
bop_lush_swamp.generateMineshafts(5)
bop_lush_swamp.generateStrongholds(20)
bop_lush_swamp.generateVillages(10)
bop_fungi_forest = new SkyIslandType("biomesoplenty:fungi_forest")
bop_fungi_forest.generateMineshafts(5)
bop_fungi_forest.generateStrongholds(20)
bop_fungi_forest.generateVillages(10)
bop_tropical_island = new SkyIslandType("biomesoplenty:tropical_island")
bop_tropical_island.generateMineshafts(5)
bop_tropical_island.generateStrongholds(20)
bop_tropical_island.generateVillages(10)
bop_grassland = new SkyIslandType("biomesoplenty:grassland")
bop_grassland.generateMineshafts(5)
bop_grassland.generateStrongholds(20)
bop_grassland.generateVillages(10)
bop_prairie = new SkyIslandType("biomesoplenty:prairie")
bop_prairie.generateMineshafts(5)
bop_prairie.generateStrongholds(20)
bop_prairie.generateVillages(10)
bop_snowy_coniferous_forest = new SkyIslandType("biomesoplenty:snowy_coniferous_forest")
bop_snowy_coniferous_forest.generateMineshafts(5)
bop_snowy_coniferous_forest.generateStrongholds(20)
bop_snowy_coniferous_forest.generateVillages(10)
bop_tundra = new SkyIslandType("biomesoplenty:tundra")
bop_tundra.generateMineshafts(5)
bop_tundra.generateStrongholds(20)
bop_tundra.generateVillages(10)
bop_undergarden = new SkyIslandType("biomesoplenty:undergarden")
bop_undergarden.generateMineshafts(5)
bop_undergarden.generateStrongholds(20)
bop_undergarden.generateVillages(10)
bop_origin_island = new SkyIslandType("biomesoplenty:origin_island")
bop_origin_island.generateMineshafts(5)
bop_origin_island.generateStrongholds(20)
bop_origin_island.generateVillages(10)
bop_gravel_beach = new SkyIslandType("biomesoplenty:gravel_beach")
bop_gravel_beach.generateMineshafts(5)
bop_gravel_beach.generateStrongholds(20)
bop_gravel_beach.generateVillages(10)
bop_grove = new SkyIslandType("biomesoplenty:grove")
bop_grove.generateMineshafts(5)
bop_grove.generateStrongholds(20)
bop_grove.generateVillages(10)
bop_lavender_fields = new SkyIslandType("biomesoplenty:lavender_fields")
bop_lavender_fields.generateMineshafts(5)
bop_lavender_fields.generateStrongholds(20)
bop_lavender_fields.generateVillages(10)
bop_origin_beach = new SkyIslandType("biomesoplenty:origin_beach")
bop_origin_beach.generateMineshafts(5)
bop_origin_beach.generateStrongholds(20)
bop_origin_beach.generateVillages(10)
bop_rainforest = new SkyIslandType("biomesoplenty:rainforest")
bop_rainforest.generateMineshafts(5)
bop_rainforest.generateStrongholds(20)
bop_rainforest.generateVillages(10)
bop_sacred_springs = new SkyIslandType("biomesoplenty:sacred_springs")
bop_sacred_springs.generateMineshafts(5)
bop_sacred_springs.generateStrongholds(20)
bop_sacred_springs.generateVillages(10)
bop_crag = new SkyIslandType("biomesoplenty:crag")
bop_crag.generateMineshafts(5)
bop_crag.generateStrongholds(20)
bop_crag.generateVillages(10)
bop_brushland = new SkyIslandType("biomesoplenty:brushland")
bop_brushland.generateMineshafts(5)
bop_brushland.generateStrongholds(20)
bop_brushland.generateVillages(10)
bop_ominous_woods = new SkyIslandType("biomesoplenty:ominous_woods")
bop_ominous_woods.generateMineshafts(5)
bop_ominous_woods.generateStrongholds(20)
bop_ominous_woods.generateVillages(10)
//=====================================
// Add Thaumcraft biome types
thc_eerie = new SkyIslandType("thaumcraft:eerie")
thc_eerie.generateMineshafts(5)
thc_eerie.generateStrongholds(20)
thc_eerie.generateVillages(10)
thc_eldritch = new SkyIslandType("thaumcraft:eldritch")
thc_eldritch.generateMineshafts(5)
thc_eldritch.generateStrongholds(20)
thc_eldritch.generateVillages(10)
thc_magical_forest = new SkyIslandType("thaumcraft:magical_forest")
thc_magical_forest.generateMineshafts(5)
thc_magical_forest.generateStrongholds(20)
thc_magical_forest.generateVillages(10)
//=====================================
//Creates a new SkyIslandGenerator, sets its grid region size, and adds it to the generator list for the dimension.
skyIslands = new SkyIslandGeneratorV2()
skyIslands.setRegionSize(29)
addGenerator(skyIslands)
// Add a hook to caves so worley's can work its magic under the islands, set min cave y to something higher for more caves
// FIXME: this seems to be working, but can use more testing and tuning
caves = new VanillaCaveGenerator()
addGenerator(caves)
//Adds sky islands. Arguments are horizontal radius, top height, bottom height, number of times to attempt to generate in each region, and whether each island should choose a random type (true), or if types should be used in order (false).
large = skyIslands.addSkyIslands(100, 100, 62, 1, true)
//Adds a SkyIslandType we created above to the island generator.
large.addType(forest)
large.addType(cold_taiga)
large.addType(desert)
large.addType(mesa)
large.addType(jungle)
large.addType(plains)
large.addType(taiga)
large.addType(swamp)
large.addType(mushroom)
large.addType(ice_plains)
large.addType(savanna)
large.addType(roofed_forest)
large.addType(redwood_taiga)
// Add biomes o plenty types to large
large.addType(bop_oasis)
large.addType(bop_woodland)
large.addType(bop_white_beach)
large.addType(bop_shrubland)
large.addType(bop_xeric_shrubland)
large.addType(bop_tropical_rainforest)
large.addType(bop_fen)
large.addType(bop_steppe)
large.addType(bop_alps_foothills)
large.addType(bop_redwood_forest_edge)
large.addType(bop_bayou)
large.addType(bop_mountain)
large.addType(bop_phantasmagoric_inferno)
large.addType(bop_overgrown_cliffs)
large.addType(bop_highland)
large.addType(bop_volcanic_island)
large.addType(bop_quagmire)
large.addType(bop_marsh)
large.addType(bop_chaparral)
large.addType(bop_flower_island)
large.addType(bop_flower_field)
large.addType(bop_wetland)
large.addType(bop_mystic_grove)
large.addType(bop_cold_desert)
large.addType(bop_mountain_foothills)
large.addType(bop_maple_woods)
large.addType(bop_coral_reef)
large.addType(bop_orchard)
large.addType(bop_moor)
large.addType(bop_land_of_lakes)
large.addType(bop_bog)
large.addType(bop_coniferous_forest)
large.addType(bop_eucalyptus_forest)
large.addType(bop_outback)
large.addType(bop_shield)
large.addType(bop_snowy_tundra)
large.addType(bop_alps)
large.addType(bop_wasteland)
large.addType(bop_lush_desert)
large.addType(bop_mangrove)
large.addType(bop_boreal_forest)
large.addType(bop_redwood_forest)
large.addType(bop_cherry_blossom_grove)
large.addType(bop_visceral_heap)
large.addType(bop_snowy_forest)
large.addType(bop_seasonal_forest)
large.addType(bop_temperate_rainforest)
large.addType(bop_dead_forest)
large.addType(bop_bamboo_forest)
large.addType(bop_corrupted_sands)
large.addType(bop_dead_swamp)
large.addType(bop_kelp_forest)
large.addType(bop_pasture)
large.addType(bop_glacier)
large.addType(bop_meadow)
large.addType(bop_lush_swamp)
large.addType(bop_fungi_forest)
large.addType(bop_tropical_island)
large.addType(bop_grassland)
large.addType(bop_prairie)
large.addType(bop_snowy_coniferous_forest)
large.addType(bop_tundra)
large.addType(bop_undergarden)
large.addType(bop_origin_island)
large.addType(bop_gravel_beach)
large.addType(bop_grove)
large.addType(bop_lavender_fields)
large.addType(bop_origin_beach)
large.addType(bop_rainforest)
large.addType(bop_sacred_springs)
large.addType(bop_crag)
large.addType(bop_brushland)
large.addType(bop_ominous_woods)
// Add Thaumcraft biome types
large.addType(thc_eerie)
large.addType(thc_eldritch)
large.addType(thc_magical_forest)
//=====================================
oceanIslands = skyIslands.addSkyIslands(50, 50, 50, 4, false)
oceanIslands.setFluidDepth(8)
oceanIslands.addType(ocean)
//=====================================
medium = skyIslands.addSkyIslands(50, 50, 31, 32, true)
medium.addType(forest)
medium.addType(cold_taiga)
medium.addType(desert)
medium.addType(mesa)
medium.addType(jungle)
medium.addType(plains)
medium.addType(taiga)
medium.addType(swamp)
medium.addType(mushroom)
medium.addType(ice_plains)
medium.addType(savanna)
medium.addType(roofed_forest)
medium.addType(redwood_taiga)
// Add biomes o plenty types to medium
medium.addType(bop_oasis)
medium.addType(bop_woodland)
medium.addType(bop_white_beach)
medium.addType(bop_shrubland)
medium.addType(bop_xeric_shrubland)
medium.addType(bop_tropical_rainforest)
medium.addType(bop_fen)
medium.addType(bop_steppe)
medium.addType(bop_alps_foothills)
medium.addType(bop_redwood_forest_edge)
medium.addType(bop_bayou)
medium.addType(bop_mountain)
medium.addType(bop_phantasmagoric_inferno)
medium.addType(bop_overgrown_cliffs)
medium.addType(bop_highland)
medium.addType(bop_volcanic_island)
medium.addType(bop_quagmire)
medium.addType(bop_marsh)
medium.addType(bop_chaparral)
medium.addType(bop_flower_island)
medium.addType(bop_flower_field)
medium.addType(bop_wetland)
medium.addType(bop_mystic_grove)
medium.addType(bop_cold_desert)
medium.addType(bop_mountain_foothills)
medium.addType(bop_maple_woods)
medium.addType(bop_coral_reef)
medium.addType(bop_orchard)
medium.addType(bop_moor)
medium.addType(bop_land_of_lakes)
medium.addType(bop_bog)
medium.addType(bop_coniferous_forest)
medium.addType(bop_eucalyptus_forest)
medium.addType(bop_outback)
medium.addType(bop_shield)
medium.addType(bop_snowy_tundra)
medium.addType(bop_alps)
medium.addType(bop_wasteland)
medium.addType(bop_lush_desert)
medium.addType(bop_mangrove)
medium.addType(bop_boreal_forest)
medium.addType(bop_redwood_forest)
medium.addType(bop_cherry_blossom_grove)
medium.addType(bop_visceral_heap)
medium.addType(bop_snowy_forest)
medium.addType(bop_seasonal_forest)
medium.addType(bop_temperate_rainforest)
medium.addType(bop_dead_forest)
medium.addType(bop_bamboo_forest)
medium.addType(bop_corrupted_sands)
medium.addType(bop_dead_swamp)
medium.addType(bop_kelp_forest)
medium.addType(bop_pasture)
medium.addType(bop_glacier)
medium.addType(bop_meadow)
medium.addType(bop_lush_swamp)
medium.addType(bop_fungi_forest)
medium.addType(bop_tropical_island)
medium.addType(bop_grassland)
medium.addType(bop_prairie)
medium.addType(bop_snowy_coniferous_forest)
medium.addType(bop_tundra)
medium.addType(bop_undergarden)
medium.addType(bop_origin_island)
medium.addType(bop_gravel_beach)
medium.addType(bop_grove)
medium.addType(bop_lavender_fields)
medium.addType(bop_origin_beach)
medium.addType(bop_rainforest)
medium.addType(bop_sacred_springs)
medium.addType(bop_crag)
medium.addType(bop_brushland)
medium.addType(bop_ominous_woods)
// Add Thaumcraft biome types
medium.addType(thc_eerie)
medium.addType(thc_eldritch)
medium.addType(thc_magical_forest)
//=====================================
// Add Vanilla Biomes to small types
small = skyIslands.addSkyIslands(25, 25, 15, 64, true)
small.addType(forest)
small.addType(cold_taiga)
small.addType(desert)
small.addType(mesa)
small.addType(jungle)
small.addType(plains)
small.addType(taiga)
small.addType(swamp)
small.addType(mushroom)
small.addType(ice_plains)
small.addType(savanna)
small.addType(roofed_forest)
small.addType(redwood_taiga)
// Add biomes o plenty types to small islands
small.addType(bop_oasis)
small.addType(bop_woodland)
small.addType(bop_white_beach)
small.addType(bop_shrubland)
small.addType(bop_xeric_shrubland)
small.addType(bop_tropical_rainforest)
small.addType(bop_fen)
small.addType(bop_steppe)
small.addType(bop_alps_foothills)
small.addType(bop_redwood_forest_edge)
small.addType(bop_bayou)
small.addType(bop_mountain)
small.addType(bop_phantasmagoric_inferno)
small.addType(bop_overgrown_cliffs)
small.addType(bop_highland)
small.addType(bop_volcanic_island)
small.addType(bop_quagmire)
small.addType(bop_marsh)
small.addType(bop_chaparral)
small.addType(bop_flower_island)
small.addType(bop_flower_field)
small.addType(bop_wetland)
small.addType(bop_mystic_grove)
small.addType(bop_cold_desert)
small.addType(bop_mountain_foothills)
small.addType(bop_maple_woods)
small.addType(bop_coral_reef)
small.addType(bop_orchard)
small.addType(bop_moor)
small.addType(bop_land_of_lakes)
small.addType(bop_bog)
small.addType(bop_coniferous_forest)
small.addType(bop_eucalyptus_forest)
small.addType(bop_outback)
small.addType(bop_shield)
small.addType(bop_snowy_tundra)
small.addType(bop_alps)
small.addType(bop_wasteland)
small.addType(bop_lush_desert)
small.addType(bop_mangrove)
small.addType(bop_boreal_forest)
small.addType(bop_redwood_forest)
small.addType(bop_cherry_blossom_grove)
small.addType(bop_visceral_heap)
small.addType(bop_snowy_forest)
small.addType(bop_seasonal_forest)
small.addType(bop_temperate_rainforest)
small.addType(bop_dead_forest)
small.addType(bop_bamboo_forest)
small.addType(bop_corrupted_sands)
small.addType(bop_dead_swamp)
small.addType(bop_kelp_forest)
small.addType(bop_pasture)
small.addType(bop_glacier)
small.addType(bop_meadow)
small.addType(bop_lush_swamp)
small.addType(bop_fungi_forest)
small.addType(bop_tropical_island)
small.addType(bop_grassland)
small.addType(bop_prairie)
small.addType(bop_snowy_coniferous_forest)
small.addType(bop_tundra)
small.addType(bop_undergarden)
small.addType(bop_origin_island)
small.addType(bop_gravel_beach)
small.addType(bop_grove)
small.addType(bop_lavender_fields)
small.addType(bop_origin_beach)
small.addType(bop_rainforest)
small.addType(bop_sacred_springs)
small.addType(bop_crag)
small.addType(bop_brushland)
small.addType(bop_ominous_woods)
// Add Thaumcraft biome types
small.addType(thc_eerie)
small.addType(thc_eldritch)
small.addType(thc_magical_forest)
@SenZ01
Copy link

SenZ01 commented Jan 30, 2021

You seem to know a lot about this, would it be possible to have BOP run as Default but without the interference of "Vanilla" Biomes?

@ubergarm
Copy link
Author

ubergarm commented Jan 30, 2021 via email

@blahthebiste
Copy link

//   3. Add `generator-settings={"Topography-Preset"\:"Sky Magic Islands"}` into `server.properties`
//   4. Add `level-type=BIOMESOP` into `server.properties`

Is it possible to do this in single player? Being able to add topogrophy generator settings on top of BOP world type generation is exactly what I've been looking for

@ubergarm
Copy link
Author

ubergarm commented Apr 6, 2021 via email

@blahthebiste
Copy link

Thanks!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment