Version 13 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL # (BEACH is consider the same as WATER here.) # # Biomes types where it should be used biomes = PLAINS, DRY, SPARSE # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END, WASTELAND, MESA, SWAMP, WET # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. Type = URBAN, DUNGEON # Either ALL or list of comma delimited dimension IDs DimensionWhitelist = ALL # # Altitude ranges # # Lowest level a floor can be at minY = 30 # Highest level a floor can be at maxY = 50 # This is the chest file to be used; if it is chest.cfg its will be under DLDungeonsJBG, # other chests files will be under DLDungeonsJBG/SpecialChests ChestsFile = chests.cfg # # Size ranges = This should contain 5 numbers, at least one of which must not be 0. # These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 10, 30, 50, 20, 1, 0 # Number of extra doors which may lead to rooms off the main route subrooms = 0, 0, 0, 25, 50, 25 # Frequency of trying to place a mini-room inside a larger room islands = 0, 0, 0, 10, 90, 0 # How many pillars to use pillars = 5, 30, 60, 40, 20, 0 # Not used, but will be the number of fences around outdoor rooms fences = 5, 15, 30, 75, 25, 0 # How generally semetric and organized roosm appear symmetry = 0, 5, 15, 75, 25, 5 # How much variability in the blocks to be used variability = 5, 10, 25, 75, 50, 25 # Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks degeneracy = 50, 5, 15, 50, 10, 0 # How many feature to add to rooms complexity = 5, 10, 25, 75, 15, 0 # How much variation in the Y should be found verticle = 15, 25, 20, 10, 0, 0 # How many entrances to place entrances = 2, 5, 25, 50, 15, 3 # Frequency of cave-like areas naturals = 50, 0, 0, 0, 0, 0 # # Block elements # Thes are just lists of blocks to uses in building rooms # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls walls = minecraft:brick_block, minecraft:stonebrick, minecraft:brick_block, minecraft:sandstone, minecraft:brick_block # The main block for building floors floors = minecraft:stonebrick, minecraft:cobblestone, minecraft:brick_block, minecraft:double_stone_slab # The main block for lining ceilings ceilings = minecraft:stonebrick, minecraft:cobblestone, minecraft:planks, minecraft:double_stone_slab # Blocks to be used as outdoor fences (not yet used) fencing = minecraft:cobblestone_wall, minecraft:fence # Block to represent liquids; fill pools liquid = minecraft:water, minecraft:lava # Block from which to build pillars pillarBlock = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:double_stone_slab # Block found in cave-like areas caveblock = minecraft:stone # The block to fill empty spaces air = minecraft:air # # Mob fields # # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default commonMobs = minecraft:zombie, minecraft:skeleton, minecraft:spider # Tougher mobs everyday mobs hardMobs = minecraft:creeper, minecraft:enderman, minecraft:cave_spider # Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here bruteMobs = minecraft:witch, lycanitesmobs:grue, lycanitesmobs:chupacabra, lycanitesmobs:geist, lycanitesmobs:reaper, lycanitesmobs:darkling, lycanitesmobs:wraamon # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. eliteMobs = lycanitesmobs:grue, lycanitesmobs:chupacabra, lycanitesmobs:geist, lycanitesmobs:reaper, lycanitesmobs:darkling, lycanitesmobs:wraamon bossMobs = lycanitesmobs:shade