####################################################################### # +-----------------------------------------------------------------+ # # | BO3 object | # # +-----------------------------------------------------------------+ # ####################################################################### # This is the config file of a custom object. # If you add this object correctly to your BiomeConfigs, it will spawn in the world. # This is the creator of this BO3 object Author: LordSmellyPants # A short description of this BO3 object Description: No description given # The BO3 version, don't change this! It can be used by external applications to do a version check. Version: 3 # The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig. SettingsMode: WriteDisable ####################################################################### # +-----------------------------------------------------------------+ # # | Main settings | # # +-----------------------------------------------------------------+ # ####################################################################### # This needs to be set to true to spawn the object in the Tree and Sapling resources. Tree: false # The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource. # Ignored by Tree(..), Sapling(..) and CustomStructure(..) Frequency: 1 # The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource. # Ignored by Tree(..), Sapling(..) and CustomStructure(..) Rarity: 20.0 # If you set this to true, the BO3 will be placed with a random rotation. RotateRandomly: true # The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock. SpawnHeight: highestSolidBlock # The height limits for the BO3. MinHeight: 0 MaxHeight: 256 # Objects can have other objects attacthed to it: branches. Branches can also # have branches attached to it, which can also have branches, etc. This is the # maximum branch depth for this objects. MaxBranchDepth: 10 # When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes. # If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored. ExcludedBiomes: All ####################################################################### # +-----------------------------------------------------------------+ # # | Source block settings | # # +-----------------------------------------------------------------+ # ####################################################################### # The B(s) the BO3 should spawn in. SourceBlocks: STONE:1,STONE:3,STONE:5,DIRT:1,DIRT,SAND,GRASS,DIRT:2,HARD_CLAY,159,CLAY,SANDSTONE,179,SAND:1,AIR,STONE,GRAVEL,31,31:1,31:2,32,37,38,39,40,38,38:1,38:2,38:3,38:4,38:5,38:6,38:7,38:8,39,40,175,175:1,175:2,175:3,175:4,175:5,31,31:1,31:2,32,IRON_ORE,GOLD_ORE,LAPIS_ORE,COAL_ORE,DIAMOND_ORE,REDSTONE_ORE,EMERALD_ORE # The maximum percentage of the BO3 that can be outside the SourceBlock. # The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage. MaxPercentageOutsideSourceBlock: 10 # What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway) OutsideSourceBlock: placeAnyway ####################################################################### # +-----------------------------------------------------------------+ # # | Blocks | # # +-----------------------------------------------------------------+ # ####################################################################### # All the blocks used in the BO3 are listed here. Possible blocks: # B(x,y,z,id[.data][,nbtfile.nbt) # RB(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]]) # So RB(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at # the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that # fails, a 100% percent chance to have the contents of anotherchest.nbt. B(-6,-2,1,MOSSY_COBBLESTONE) B(-6,-2,2,MOSSY_COBBLESTONE) B(-6,-1,1,STONE) B(-6,-1,2,MOSSY_COBBLESTONE) B(-6,0,0,MOSSY_COBBLESTONE) B(-6,0,1,MOSSY_COBBLESTONE) B(-6,0,2,COBBLESTONE) B(-6,0,3,MOSSY_COBBLESTONE) B(-6,1,-2,MOSSY_COBBLESTONE) B(-6,1,-1,MOSSY_COBBLESTONE) B(-6,1,0,MOSSY_COBBLESTONE) B(-6,1,1,MOSSY_COBBLESTONE) B(-6,1,2,MOSSY_COBBLESTONE) B(-6,1,3,STONE) B(-6,1,4,COBBLESTONE) B(-6,1,5,MOSSY_COBBLESTONE) B(-6,2,-2,STONE) B(-6,2,-1,MOSSY_COBBLESTONE) B(-6,2,0,MOSSY_COBBLESTONE) B(-6,2,1,COBBLESTONE) B(-6,2,2,STONE) B(-6,2,3,MOSSY_COBBLESTONE) B(-6,3,-2,COBBLESTONE) B(-6,3,-1,MOSSY_COBBLESTONE) B(-6,3,0,STONE) B(-6,3,1,MOSSY_COBBLESTONE) B(-6,3,2,MOSSY_COBBLESTONE) B(-6,4,-2,STONE) B(-6,4,-1,MOSSY_COBBLESTONE) B(-6,4,0,COBBLESTONE) B(-6,4,1,COBBLESTONE) B(-6,4,2,MOSSY_COBBLESTONE) B(-6,5,0,MOSSY_COBBLESTONE) B(-6,5,1,MOSSY_COBBLESTONE) B(-6,5,2,COBBLESTONE) B(-6,6,1,MOSSY_COBBLESTONE) B(-6,7,1,MOSSY_COBBLESTONE) B(-5,-2,1,MOSSY_COBBLESTONE) B(-5,-2,2,MOSSY_COBBLESTONE) B(-5,-1,1,COBBLESTONE) B(-5,-1,2,STONE) B(-5,0,0,STONE) B(-5,0,1,MOSSY_COBBLESTONE) B(-5,0,2,MOSSY_COBBLESTONE) B(-5,0,3,MOSSY_COBBLESTONE) B(-5,1,-2,MOSSY_COBBLESTONE) B(-5,1,-1,MOSSY_COBBLESTONE) B(-5,1,0,COBBLESTONE) B(-5,1,1,MOSSY_COBBLESTONE) B(-5,1,2,STONE) B(-5,1,3,MOSSY_COBBLESTONE) B(-5,1,4,MOSSY_COBBLESTONE) B(-5,1,5,MOSSY_COBBLESTONE) B(-5,2,-2,MOSSY_COBBLESTONE) B(-5,2,-1,STONE) B(-5,2,0,STONE) B(-5,2,1,MOSSY_COBBLESTONE) B(-5,2,2,COBBLESTONE) B(-5,2,3,MOSSY_COBBLESTONE) B(-5,3,-2,STONE) B(-5,3,-1,MOSSY_COBBLESTONE) B(-5,3,0,STONE) B(-5,3,1,COBBLESTONE) B(-5,3,2,STONE) B(-5,4,-2,COBBLESTONE) B(-5,4,-1,STONE) B(-5,4,0,STONE) B(-5,4,1,MOSSY_COBBLESTONE) B(-5,4,2,COBBLESTONE) B(-5,5,0,MOSSY_COBBLESTONE) B(-5,5,1,MOSSY_COBBLESTONE) B(-5,5,2,COBBLESTONE) B(-5,6,1,MOSSY_COBBLESTONE) B(-5,7,1,MOSSY_COBBLESTONE) B(-4,-2,0,STONE) B(-4,-2,1,COBBLESTONE) B(-4,-2,2,MOSSY_COBBLESTONE) B(-4,-2,3,COBBLESTONE) B(-4,-1,0,STONE) B(-4,-1,1,STONE) B(-4,-1,2,STONE) B(-4,-1,3,STONE) B(-4,0,-2,STONE) B(-4,0,-1,STONE) B(-4,0,0,STONE) B(-4,0,1,STONE) B(-4,0,2,STONE) B(-4,0,3,MOSSY_COBBLESTONE) B(-4,0,4,MOSSY_COBBLESTONE) B(-4,0,5,STONE) B(-4,1,-2,MOSSY_COBBLESTONE) B(-4,1,-1,MOSSY_COBBLESTONE) B(-4,1,0,MOSSY_COBBLESTONE) B(-4,1,1,MOSSY_COBBLESTONE) B(-4,1,2,STONE) B(-4,1,3,MOSSY_COBBLESTONE) B(-4,1,4,MOSSY_COBBLESTONE) B(-4,1,5,STONE) B(-4,2,-2,STONE) B(-4,2,-1,STONE) B(-4,2,0,MOSSY_COBBLESTONE) B(-4,2,1,MOSSY_COBBLESTONE) B(-4,2,2,STONE) B(-4,2,3,STONE) B(-4,2,4,COBBLESTONE) B(-4,2,5,COBBLESTONE) B(-4,3,-2,STONE) B(-4,3,-1,STONE) B(-4,3,0,STONE) B(-4,3,1,COBBLESTONE) B(-4,3,2,COBBLESTONE) B(-4,3,3,MOSSY_COBBLESTONE) B(-4,4,-2,MOSSY_COBBLESTONE) B(-4,4,-1,STONE) B(-4,4,0,MOSSY_COBBLESTONE) B(-4,4,1,MOSSY_COBBLESTONE) B(-4,4,2,STONE) B(-4,4,3,COBBLESTONE) B(-4,5,-2,MOSSY_COBBLESTONE) B(-4,5,-1,MOSSY_COBBLESTONE) B(-4,5,0,STONE) B(-4,5,1,STONE) B(-4,5,2,STONE) B(-4,5,3,COBBLESTONE) B(-4,6,0,STONE) B(-4,6,1,STONE) B(-4,6,2,STONE) B(-4,7,0,STONE) B(-4,7,1,COBBLESTONE) B(-4,7,2,STONE) B(-3,-2,-2,STONE) B(-3,-2,-1,STONE) B(-3,-2,0,STONE) B(-3,-2,1,COBBLESTONE) B(-3,-2,2,COBBLESTONE) B(-3,-2,3,COBBLESTONE) B(-3,-2,4,COBBLESTONE) B(-3,-2,5,COBBLESTONE) B(-3,-1,-2,MOSSY_COBBLESTONE) B(-3,-1,-1,STONE) B(-3,-1,0,MOSSY_COBBLESTONE) B(-3,-1,1,COBBLESTONE) B(-3,-1,2,STONE) B(-3,-1,3,COBBLESTONE) B(-3,-1,4,STONE) B(-3,-1,5,MOSSY_COBBLESTONE) B(-3,0,-2,COBBLESTONE) B(-3,0,-1,STONE) B(-3,0,0,COBBLESTONE) B(-3,0,1,COBBLESTONE) B(-3,0,2,COBBLESTONE) B(-3,0,3,STONE) B(-3,0,4,STONE) B(-3,0,5,STONE) B(-3,1,-2,STONE) B(-3,1,-1,MOSSY_COBBLESTONE) B(-3,1,0,STONE) B(-3,1,1,COBBLESTONE) B(-3,1,2,COBBLESTONE) B(-3,1,3,MOSSY_COBBLESTONE) B(-3,1,4,MOSSY_COBBLESTONE) B(-3,1,5,STONE) B(-3,2,-2,MOSSY_COBBLESTONE) B(-3,2,-1,MOSSY_COBBLESTONE) B(-3,2,0,STONE) B(-3,2,1,MOSSY_COBBLESTONE) B(-3,2,2,MOSSY_COBBLESTONE) B(-3,2,3,STONE) B(-3,2,4,MOSSY_COBBLESTONE) B(-3,2,5,COBBLESTONE) B(-3,3,-2,COBBLESTONE) B(-3,3,-1,MOSSY_COBBLESTONE) B(-3,3,0,COBBLESTONE) B(-3,3,1,COBBLESTONE) B(-3,3,2,COBBLESTONE) B(-3,3,3,COBBLESTONE) B(-3,3,4,MOSSY_COBBLESTONE) B(-3,3,5,STONE) B(-3,4,-2,MOSSY_COBBLESTONE) B(-3,4,-1,COBBLESTONE) B(-3,4,0,COBBLESTONE) B(-3,4,1,COBBLESTONE) B(-3,4,2,COBBLESTONE) B(-3,4,3,STONE) B(-3,4,4,MOSSY_COBBLESTONE) B(-3,4,5,COBBLESTONE) B(-3,5,-2,COBBLESTONE) B(-3,5,-1,MOSSY_COBBLESTONE) B(-3,5,0,MOSSY_COBBLESTONE) B(-3,5,1,COBBLESTONE) B(-3,5,2,COBBLESTONE) B(-3,5,3,STONE) B(-3,6,-2,COBBLESTONE) B(-3,6,-1,MOSSY_COBBLESTONE) B(-3,6,0,MOSSY_COBBLESTONE) B(-3,6,1,STONE) B(-3,6,2,COBBLESTONE) B(-3,7,-2,STONE) B(-3,7,-1,MOSSY_COBBLESTONE) B(-3,7,0,STONE) B(-3,7,1,MOSSY_COBBLESTONE) B(-3,7,2,COBBLESTONE) B(-2,-2,-2,STONE) B(-2,-2,-1,MOSSY_COBBLESTONE) B(-2,-2,0,STONE) B(-2,-2,1,COBBLESTONE) B(-2,-2,2,COBBLESTONE) B(-2,-2,3,COBBLESTONE) B(-2,-2,4,COBBLESTONE) B(-2,-2,5,COBBLESTONE) B(-2,-1,-2,STONE) B(-2,-1,-1,MOSSY_COBBLESTONE) B(-2,-1,0,STONE) B(-2,-1,1,COBBLESTONE) B(-2,-1,2,COBBLESTONE) B(-2,-1,3,COBBLESTONE) B(-2,-1,4,COBBLESTONE) B(-2,-1,5,STONE) B(-2,0,-2,MOSSY_COBBLESTONE) B(-2,0,-1,MOSSY_COBBLESTONE) B(-2,0,0,COBBLESTONE) B(-2,0,1,COBBLESTONE) B(-2,0,2,STONE) B(-2,0,3,COBBLESTONE) B(-2,0,4,STONE) B(-2,0,5,COBBLESTONE) B(-2,1,-2,MOSSY_COBBLESTONE) B(-2,1,-1,MOSSY_COBBLESTONE) B(-2,1,0,COBBLESTONE) B(-2,1,1,COBBLESTONE) B(-2,1,2,STONE) B(-2,1,3,MOSSY_COBBLESTONE) B(-2,1,4,STONE) B(-2,1,5,STONE) B(-2,2,-2,MOSSY_COBBLESTONE) B(-2,2,-1,MOSSY_COBBLESTONE) B(-2,2,0,MOSSY_COBBLESTONE) B(-2,2,1,MOSSY_COBBLESTONE) B(-2,2,2,MOSSY_COBBLESTONE) B(-2,2,3,STONE) B(-2,2,4,MOSSY_COBBLESTONE) B(-2,2,5,STONE) B(-2,3,-2,STONE) B(-2,3,-1,COBBLESTONE) B(-2,3,0,COBBLESTONE) B(-2,3,1,STONE) B(-2,3,2,COBBLESTONE) B(-2,3,3,MOSSY_COBBLESTONE) B(-2,3,4,MOSSY_COBBLESTONE) B(-2,3,5,MOSSY_COBBLESTONE) B(-2,4,-2,STONE) B(-2,4,-1,STONE) B(-2,4,0,COBBLESTONE) B(-2,4,1,MOSSY_COBBLESTONE) B(-2,4,2,COBBLESTONE) B(-2,4,3,MOSSY_COBBLESTONE) B(-2,4,4,STONE) B(-2,4,5,STONE) B(-2,5,-2,STONE) B(-2,5,-1,COBBLESTONE) B(-2,5,0,STONE) B(-2,5,1,COBBLESTONE) B(-2,5,2,COBBLESTONE) B(-2,5,3,MOSSY_COBBLESTONE) B(-2,6,-2,COBBLESTONE) B(-2,6,-1,COBBLESTONE) B(-2,6,0,MOSSY_COBBLESTONE) B(-2,6,1,MOSSY_COBBLESTONE) B(-2,6,2,COBBLESTONE) B(-2,7,-2,STONE) B(-2,7,-1,STONE) B(-2,7,0,STONE) B(-2,7,1,COBBLESTONE) B(-2,7,2,COBBLESTONE) B(-1,-2,0,COBBLESTONE) B(-1,-2,1,COBBLESTONE) B(-1,-2,2,MOSSY_COBBLESTONE) B(-1,-2,3,COBBLESTONE) B(-1,-2,4,COBBLESTONE) B(-1,-2,5,COBBLESTONE) B(-1,-1,0,STONE) B(-1,-1,1,COBBLESTONE) B(-1,-1,2,COBBLESTONE) B(-1,-1,3,COBBLESTONE) B(-1,-1,4,COBBLESTONE) B(-1,-1,5,COBBLESTONE) B(-1,0,-2,MOSSY_COBBLESTONE) B(-1,0,-1,STONE) B(-1,0,0,MOSSY_COBBLESTONE) B(-1,0,1,COBBLESTONE) B(-1,0,2,STONE) B(-1,0,3,STONE) B(-1,0,4,STONE) B(-1,1,-2,STONE) B(-1,1,-1,STONE) B(-1,1,0,STONE) B(-1,1,1,MOSSY_COBBLESTONE) B(-1,1,2,MOSSY_COBBLESTONE) B(-1,1,3,STONE) B(-1,1,4,STONE) B(-1,1,5,MOSSY_COBBLESTONE) B(-1,2,-2,STONE) B(-1,2,-1,STONE) B(-1,2,0,MOSSY_COBBLESTONE) B(-1,2,1,COBBLESTONE) B(-1,2,2,STONE) B(-1,2,3,COBBLESTONE) B(-1,2,4,STONE) B(-1,2,5,MOSSY_COBBLESTONE) B(-1,3,-2,STONE) B(-1,3,-1,MOSSY_COBBLESTONE) B(-1,3,0,STONE) B(-1,3,1,MOSSY_COBBLESTONE) B(-1,3,2,MOSSY_COBBLESTONE) B(-1,3,3,MOSSY_COBBLESTONE) B(-1,3,4,STONE) B(-1,3,5,STONE) B(-1,4,-2,STONE) B(-1,4,-1,MOSSY_COBBLESTONE) B(-1,4,0,MOSSY_COBBLESTONE) B(-1,4,1,COBBLESTONE) B(-1,4,2,MOSSY_COBBLESTONE) B(-1,4,3,STONE) B(-1,4,4,MOSSY_COBBLESTONE) B(-1,4,5,STONE) B(-1,5,-2,STONE) B(-1,5,-1,COBBLESTONE) B(-1,5,0,COBBLESTONE) B(-1,5,1,MOSSY_COBBLESTONE) B(-1,5,2,COBBLESTONE) B(-1,5,3,MOSSY_COBBLESTONE) B(-1,6,-2,COBBLESTONE) B(-1,6,-1,COBBLESTONE) B(-1,6,0,COBBLESTONE) B(-1,6,1,STONE) B(-1,6,2,STONE) B(-1,7,-2,STONE) B(-1,7,-1,STONE) B(-1,7,0,COBBLESTONE) B(-1,7,1,COBBLESTONE) B(-1,7,2,COBBLESTONE) B(0,-2,1,MOSSY_COBBLESTONE) B(0,-2,2,STONE) B(0,-2,3,STONE) B(0,-1,1,STONE) B(0,-1,2,STONE) B(0,-1,3,STONE) B(0,0,0,STONE) B(0,0,1,STONE) B(0,0,2,MOSSY_COBBLESTONE) B(0,0,3,COBBLESTONE) B(0,0,4,STONE) B(0,1,-2,STONE) B(0,1,-1,STONE) B(0,1,0,STONE) B(0,1,1,MOSSY_COBBLESTONE) B(0,1,2,STONE) B(0,1,3,MOSSY_COBBLESTONE) B(0,1,4,STONE) B(0,2,-2,MOSSY_COBBLESTONE) B(0,2,-1,STONE) B(0,2,0,STONE) B(0,2,1,MOSSY_COBBLESTONE) B(0,2,2,STONE) B(0,2,3,MOSSY_COBBLESTONE) B(0,2,4,STONE) B(0,2,5,STONE) B(0,3,-2,MOSSY_COBBLESTONE) B(0,3,-1,MOSSY_COBBLESTONE) B(0,3,0,MOSSY_COBBLESTONE) B(0,3,1,MOSSY_COBBLESTONE) B(0,3,2,STONE) B(0,3,3,MOSSY_COBBLESTONE) B(0,3,4,STONE) B(0,3,5,STONE) B(0,4,-2,STONE) B(0,4,-1,COBBLESTONE) B(0,4,0,STONE) B(0,4,1,STONE) B(0,4,2,MOSSY_COBBLESTONE) B(0,4,3,STONE) B(0,4,4,MOSSY_COBBLESTONE) B(0,4,5,STONE) B(0,5,-2,COBBLESTONE) B(0,5,-1,COBBLESTONE) B(0,5,0,COBBLESTONE) B(0,5,1,MOSSY_COBBLESTONE) B(0,5,2,MOSSY_COBBLESTONE) B(0,5,3,COBBLESTONE) B(0,5,4,STONE) B(0,5,5,COBBLESTONE) B(0,6,-2,COBBLESTONE) B(0,6,-1,COBBLESTONE) B(0,6,0,STONE) B(0,6,1,STONE) B(0,6,2,MOSSY_COBBLESTONE) B(0,6,3,STONE) B(0,7,-2,COBBLESTONE) B(0,7,-1,STONE) B(0,7,0,COBBLESTONE) B(0,7,1,STONE) B(0,7,2,COBBLESTONE) B(0,7,3,MOSSY_COBBLESTONE) B(1,-2,1,COBBLESTONE) B(1,-2,2,STONE) B(1,0,0,STONE) B(1,0,1,COBBLESTONE) B(1,0,2,STONE) B(1,0,3,STONE) B(1,1,-2,STONE) B(1,1,-1,WOOL) B(1,1,0,WOOL:5) B(1,1,1,MOSSY_COBBLESTONE) B(1,1,2,COBBLESTONE) RB(1,1,3,EMERALD_BLOCK,33,WOOL:5,50,AIR,100) B(1,2,-2,COBBLESTONE) B(1,2,-1,OBSIDIAN) B(1,2,0,OBSIDIAN) B(1,2,1,OBSIDIAN) B(1,2,2,OBSIDIAN) B(1,2,3,OBSIDIAN) B(1,3,-2,STONE) B(1,3,-1,MOSSY_COBBLESTONE) B(1,3,0,MOSSY_COBBLESTONE) B(1,3,1,MOSSY_COBBLESTONE) B(1,3,2,STONE) B(1,3,3,STONE) B(1,3,4,STONE) B(1,3,5,STONE) B(1,4,-2,MOSSY_COBBLESTONE) B(1,4,-1,STONE) B(1,4,0,STONE) B(1,4,1,MOSSY_COBBLESTONE) B(1,4,2,STONE) B(1,4,3,COBBLESTONE) B(1,4,4,MOSSY_COBBLESTONE) B(1,4,5,MOSSY_COBBLESTONE) B(1,5,-2,MOSSY_COBBLESTONE) B(1,5,-1,MOSSY_COBBLESTONE) B(1,5,0,MOSSY_COBBLESTONE) B(1,5,1,COBBLESTONE) B(1,5,2,STONE) B(1,5,3,MOSSY_COBBLESTONE) B(1,6,-2,STONE) B(1,6,-1,STONE) B(1,6,0,COBBLESTONE) B(1,6,1,MOSSY_COBBLESTONE) B(1,6,2,COBBLESTONE) B(1,7,-2,COBBLESTONE) B(1,7,-1,COBBLESTONE) B(1,7,0,COBBLESTONE) B(1,7,1,COBBLESTONE) B(1,7,2,COBBLESTONE) B(2,-2,1,MOSSY_COBBLESTONE) B(2,-2,2,STONE) B(2,-1,1,STONE) B(2,-1,2,MOSSY_COBBLESTONE) B(2,0,1,STONE) B(2,0,2,COBBLESTONE) B(2,2,5,VINE:2) B(2,3,5,VINE:2) B(2,4,5,VINE:2) ####################################################################### # +-----------------------------------------------------------------+ # # | BO3 checks | # # +-----------------------------------------------------------------+ # ####################################################################### # Require a condition at a certain location in order for the BO3 to be spawned. # BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location # BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location # LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive) # You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air. # Examples: # BlockCheck(0,-1,0,GRASS,DIRT,biomesoplenty:grass:0,biomesoplenty:grass:1,biomesoplenty:grass:2,biomesoplenty:grass:3,biomesoplenty:grass:4,biomesoplenty:grass:5,biomesoplenty:grass:6,biomesoplenty:grass:7,biomesoplenty:dirt:0,biomesoplenty:dirt:1,biomesoplenty:dirt:2,biomesoplenty:dirt:3,biomesoplenty:dirt:4,biomesoplenty:dirt:5,biomesoplenty:dirt:6,biomesoplenty:dirt:7,biomesoplenty:dirt:8,biomesoplenty:dirt:9,biomesoplenty:dirt:10,biomesoplenty:dried_sand:0,biomesoplenty:hard_ice:0,biomesoplenty:white_sand:0,biomesoplenty:white_sandstone:0,biomesoplenty:mud:0,biomesoplenty:ash_block:0) Require grass or dirt just below the object # BlockCheck(0,-1,0,Solid) Require any solid block just below the object # BlockCheck(0,-1,0,WOOL) Require any type of wool just below the object # BlockCheck(0,-1,0,WOOL:0) Require white wool just below the object # BlockCheckNot(0,-1,0,WOOL:0) Require that there is no white wool below the object # LightCheck(0,0,0,0,1) Require almost complete darkness just below the object BlockCheck(0,-1,0,GRASS,DIRT,GRAVEL) ####################################################################### # +-----------------------------------------------------------------+ # # | Branches | # # +-----------------------------------------------------------------+ # ####################################################################### # Branches are objects that will spawn when this object spawns when it is used in # the CustomStructure resource. Branches can also have branches, making complex # structures possible. See the wiki for more details. # Regular Branches spawn each branch with an independent chance of spawning. # Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance]) # branchName - name of the object to spawn. # rotation - NORTH, SOUTH, EAST or WEST. # IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank # Weighted Branches spawn branches with a dependent chance of spawning. # WBR(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf]) # MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank Branch(-16,0,0,GravelOreMossCobbleT1,NORTH,50) Branch(16,0,0,GravelOreMossCobbleT1,NORTH,50)