#biosphere settings

# Indicate if the players should be spawned on a bridge between two biospheres.
# yes: always spawn the players on a bridge.
# singlenode_only: spawn the players on a bridge only if singlenode mapgen is used. [Default]
# no: don't change the spawning position of players.
biosphere.spawn_at_biosphere (Should the players be spawned at the biospheres ?) enum singlenode_only no,singlenode_only,yes

# Altitude of the center of the biospheres.
biosphere.altitude (Altitude of the biospheres) int 512

# Radius of the biospheres. The distance between the center of two biospheres is three times this value.
biosphere.radius (Radius of the biospheres) int 96

# Factor applied to the noise when generating the heightmap inside a biosphere.
biosphere.noise_amplitude (Heightmap factor) int 40

# Water level relative to the center of the biosphere.
biosphere.water_level (Relative water level in the biosphere) int -5

# Altitude of the water level for biome computation purpose.
biosphere.water_level_altitude (Altitude of the water level for biome computation) int 10

# Fill node computed to be air with air inside the biospheres.
# Disabled by default as this may cut decorations like trees placed by previously processed chunks.
# Enable this if you plan to generate the biospheres close to the surface generated by another terrain generator.
biosphere.clear (Clear the biosphere during generation) bool false

# Type of node used for the dome. Also used to cover the bridges between biospheres.
biosphere.glass_node (Node used for the dome) string default:glass

# Type of node used for the bridge floors between biomes. Also used for surrounding the lower half of a biosphere.
biosphere.bridge_node (Node used for the bridge floors) string default:steelblock

# Type of node used for the doors separating a biosphere and a bridge.
biosphere.door_node (Node used for doors) string doors:door_glass
