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Example Scripts
The following script created by clubpetey can be used to create a world that is mostly desert. The oceans and rivers will also be dry, but lakes will still be present as the only water source.
#Specify ids
desert = forBiomes(2)
hills = forBiomes(17)
river = forBiomes(7)
#Add desert to all types so other stuff doesn't appear as often
desert.addToGeneration("WARM", 2000)
desert.addToGeneration("COOL", 2000)
desert.addToGeneration("DESERT", 2000)
desert.addToGeneration("ICY", 2000)
#control spawns
desert.removeAllSpawns("CREATURE")
desert.addSpawn("net.minecraft.entity.passive.EntityPig", "CREATURE", 60, 1, 3)
desert.addSpawn("net.minecraft.entity.passive.EntityChicken", "CREATURE", 100, 2, 2)
#repeat for desertHills, not as often tho
hills.addToGeneration("WARM", 200)
hills.addToGeneration("COOL", 200)
hills.addToGeneration("DESERT", 200)
hills.addToGeneration("ICY", 200)
hills.removeAllSpawns("CREATURE")
hills.addSpawn("net.minecraft.entity.passive.EntityHorse", "CREATURE", 10, 1, 1)
#river spawns
river.removeAllSpawns("CREATURE")
river.addSpawn("net.minecraft.entity.passive.EntityCow", "CREATURE", 60, 1, 2)
river.addSpawn("net.minecraft.entity.passive.EntitySheep", "CREATURE", 40, 2, 2)
Tweaker.setStage("PRE_INIT")
desert.set("reedsPerChunk", 20)
desert.set("clayPerChunk", 10)
hills.set("clayPerChunk", 10)
Tweaker.setStage("FINISHED_LOAD")
#Remove other biomes
all = forAllBiomes()
all.set("genWeight", 11)
all.set("isSpawnBiome", false)
#remove all water (keeps lakes tho)
all.registerGenBlockRep("minecraft:water", "minecraft:air")
#final weighting - hills about 1/10 the time
desert.set("isSpawnBiome", true)
desert.set("genWeight", 50000)
hills.set("isSpawnBiome", true)
hills.set("genWeight", 5000)
Changes in recent versions are not reflected in this script. Take the following script
taigaBiome = forBiomes(5)
taigaBiome.removeAllSpawns("CREATURE")
taigaBiome.removeAllSpawns("WATER_CREATURE")
taigaBiome.removeAllSpawns("CAVE_CREATURE")
taigaBiome.removeAllSpawns("MONSTER")
taigaBiome.addSpawn("net.minecraft.entity.monster.EntityGhast", "MONSTER", 50, 4, 4)
taigaBiome.addSpawn("net.minecraft.entity.monster.EntityPigZombie", "MONSTER", 100, 4, 4)
taigaBiome.addSpawn("net.minecraft.entity.monster.EntityMagmaCube", "MONSTER", 1, 4, 4)
taigaBiome.set("temperature", 2.0)
taigaBiome.set("topBlock", "fillerBlock", "minecraft:netherrack")
taigaBiome.set("enableRain", false)
which has the following result:
As you can see, we've essentially turned the Taiga into an overworld nether. The values I used in the script are taken from BiomeTweaker's output for the Hell biome. Essentially, I remove all the regular spawns from Taiga, and insert values from the Hell biome. Notice that tress and grass did not generate, because netherrack is not a valid material to plant them on.
BiomeTweaker has been updated to 1.18. Please see the links below. Pages for previous versions can be found above.

