Carver configurations are in the
carving/ directory within a config pack.
Carvers "carve" out sections of a world after generation. They are typically used to create caves and ravines.
A carver is essentially an ellipse. This ellipse then moves around the world on a randomly determined path (called a worm), carving out where it moves.
Carvers support all Terra Object Options.
The minimum and maximum length of the cave.
min- The minimum length of the cave.
max- The maximum length of the cave.
How many blocks the worm should move each step. Example: a value of
2 would cause the worm to move 2 blocks
between each carving. Defaults to 2.
Configuration for how the carver begins.
x- The multiplier for the initial vector X-component. (Higher values cause carving to begin horizontally more often).
y- The multiplier for the initial vector Y-component. (Higher values cause carving to begin vertically more often).
z- The multiplier for the initial vector Z-component. (Higher values cause carving to begin horizontally more often).
radius- Configuration for the radius.
x- X radius equation.
y- Y radius equation.
z- Z radius equation.
height- Minimum and maximumY-levels at which the carver is able to begin.
min- Minimum Y-level at which the carver can begin.
max- Maximum Y-level at which the carver can begin.
The X, Y, and Z radius equations are mathematical expressions to be evaluated at each carving step. 2 variables are provided to these expressions:
length- The total length of the current worm.
position- The carver's current position. (position = 0 at the beginning of carving, position = length at the end).
Options to "cut off" the topmost/bottommost parts of the carved area. This can be used to give your carvings flat floors/ceilings.
top- Number of blocks to cut off the top of carving.
bottom- Number of blocks to cut off the bottom of carving.
How to mutate the carver as it progresses.
x- X-Axis rotation multiplier (rotating around the X-Axis will cause the carver to turn up/down, therefore increasing this value will cause carving to generally be more vertical).
y- Y-Axis rotation multiplier (rotating around the Y-Axis will cause the carver to turn left/right, therefore increasing this value will cause carving to generally be more horizontal).
z- Z-Axis rotation multiplier (rotating around the X-Axis will cause the carver to turn up/down, therefore increasing this value will cause carving to generally be more vertical).
radius- Radius multiplier. Increasing this value will cause more variations in the carver's radius during carving.
A list of blocks to shift downwards when carved. List elements should be formatted as:
"minecraft:block_id": # ID of block to pull downwards. - "minecraft:other_block_1" # Block that can be replaced - "minecraft:other_block_2" # More blocks that can be replaced...
The most common use of this is definitely pulling Grass Blocks down into exposed dirt.
shift: "minecraft:grass_block": ["minecraft:dirt"]
A list of block IDs that should be updated during generation. **Do not include anything in this option unless you are pregenerating, as this option can be extremely laggy!) Example that prevents floating water in caves:
update: - "minecraft:water"
Options for cave floor, wall, ceiling, and center palettes.
inner- Palette on the inside of the carved area.
outer- Palette on the left/right walls of the carved areas.
top- Palette on the top of the carved area.
bottom- Palette on the bottom of the carved area.
These are not standard palettes! Carver palettes must be defined in the carver file.
Cave palettes hold more information than standard palettes, hence why they are kept separate. The config scheme
outlined in this section is to be used in the
palette keys in a Carver config.
A list of block IDs that may be replaced by this palette.
Whether the materials in
replace should be treated as a whitelist or blacklist.
How many blocks to continue before recalculating the worm's direction.
min- Minimum distance before recalculating. Defaults to 8.
max- Maximum distance before recalculating. Defaults to 12.
Standard palette layer configuration (see Palette page)
One key difference: The
layers sub-option has been replaced with
layers defines how many layers to
continue the palette layer,
y defines the Y-level under which the layer generates.