####################################################################### # +-----------------------------------------------------------------+ # # | 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: 100.0 # If you set this to true, the BO3 will be placed with a random rotation. RotateRandomly: false # The spawn height of the BO3 - atMinY, randomY, highestBlock or highestSolidBlock. SpawnHeight: randomY # The offset from the spawn height to spawn this BO3 # Ex. SpawnHeight = highestSolidBlock, SpawnHeightOffset = 3; This object will spawn 3 blocks above the highest solid block SpawnHeightOffset: 0 # A random amount to offset the spawn location from the spawn offset height # Ex. SpawnHeightOffset = 3, SpawnHeightVariance = 3; This object will spawn 3 to 6 blocks above the original spot it would have spawned SpawnHeightVariance: 0 ############################## # Height Limits for the BO3. # ############################## # When in randomY mode used as the minimum Y or in atMinY mode as the actual Y to spawn this BO3 at. MinHeight: 0 # When in randomY mode used as the maximum Y to spawn this BO3 at. MaxHeight: 256 ###################### # Extrusion settings # ###################### # The style of extrusion you wish to use - BottomDown, TopUp, None (Default) ExtrudeMode: None # The blocks to extrude your BO3 through ExtrudeThroughBlocks: AIR # 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 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,STONE,DIRT,SAND,GRAVEL,CLAY,GRASS,OBSIDIAN,STATIONARY_LAVA,STATIONARY_WATER,COAL_ORE,IRON_ORE,GOLD_ORE,REDSTONE_ORE,DIAMOND_ORE,LAPIS_ORE,EMERALD_ORE,106,AIR,GRASS,DIRT:2 # 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: 100 # What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway) OutsideSourceBlock: dontPlace ####################################################################### # +-----------------------------------------------------------------+ # # | 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. # MinecraftObject(x,y,z,name) # Spawns an object in the Mojang NBT structure format. For example, # MinecraftObject(0,0,0,minecraft:igloo/igloo_bottom) # spawns the bottom part of an igloo. B(-1,-31,-1,SMOOTH_BRICK) B(-1,-31,0,SMOOTH_BRICK) B(-1,-31,1,SMOOTH_BRICK) B(-1,-30,-1,SMOOTH_BRICK) B(-1,-30,0,SMOOTH_BRICK) B(-1,-30,1,SMOOTH_BRICK) B(-1,-29,-1,SMOOTH_BRICK) B(-1,-29,0,SMOOTH_BRICK) B(-1,-29,1,SMOOTH_BRICK) B(-1,-28,-1,SMOOTH_BRICK) B(-1,-28,0,SMOOTH_BRICK) B(-1,-28,1,SMOOTH_BRICK) B(-1,-27,-1,SMOOTH_BRICK) B(-1,-27,0,SMOOTH_BRICK) B(-1,-27,1,SMOOTH_BRICK) B(-1,-26,-1,SMOOTH_BRICK) B(-1,-26,0,SMOOTH_BRICK) B(-1,-26,1,SMOOTH_BRICK) B(-1,-25,-1,SMOOTH_BRICK) B(-1,-25,0,SMOOTH_BRICK) B(-1,-25,1,SMOOTH_BRICK) B(-1,-24,-1,SMOOTH_BRICK) B(-1,-24,0,SMOOTH_BRICK) B(-1,-24,1,SMOOTH_BRICK) B(-1,-23,-1,SMOOTH_BRICK) B(-1,-23,0,SMOOTH_BRICK) B(-1,-23,1,SMOOTH_BRICK) B(-1,-22,-1,SMOOTH_BRICK) B(-1,-22,0,SMOOTH_BRICK) B(-1,-22,1,SMOOTH_BRICK) B(-1,-21,-1,SMOOTH_BRICK) B(-1,-21,0,SMOOTH_BRICK) B(-1,-21,1,SMOOTH_BRICK) B(-1,-20,-1,SMOOTH_BRICK) B(-1,-20,0,SMOOTH_BRICK) B(-1,-20,1,SMOOTH_BRICK) B(-1,-19,-1,SMOOTH_BRICK) B(-1,-19,0,SMOOTH_BRICK) B(-1,-19,1,SMOOTH_BRICK) B(-1,-18,0,SMOOTH_BRICK) B(-1,-17,0,SMOOTH_BRICK) B(-1,-16,0,SMOOTH_BRICK) B(-1,-15,-1,SMOOTH_BRICK) B(-1,-15,0,SMOOTH_BRICK) B(-1,-15,1,SMOOTH_BRICK) B(-1,-14,0,SMOOTH_BRICK) B(-1,-13,0,SMOOTH_BRICK) B(-1,-12,0,SMOOTH_BRICK) B(-1,-11,-1,SMOOTH_BRICK) B(-1,-11,0,SMOOTH_BRICK) B(-1,-11,1,SMOOTH_BRICK) B(-1,-10,0,SMOOTH_BRICK) B(-1,-9,0,SMOOTH_BRICK) B(-1,-8,0,SMOOTH_BRICK) B(-1,-7,-1,SMOOTH_STAIRS:2) B(-1,-7,0,SMOOTH_STAIRS:0) B(-1,-7,1,SMOOTH_STAIRS) B(-1,-2,-1,SMOOTH_STAIRS:6) B(-1,-2,0,SMOOTH_STAIRS:4) B(-1,-2,1,SMOOTH_STAIRS:7) B(0,-31,-1,SMOOTH_BRICK) B(0,-31,0,SMOOTH_BRICK) B(0,-31,1,SMOOTH_BRICK) B(0,-30,-1,SMOOTH_BRICK) B(0,-30,0,SMOOTH_BRICK) B(0,-30,1,SMOOTH_BRICK) B(0,-29,-1,SMOOTH_BRICK) B(0,-29,0,SMOOTH_BRICK) B(0,-29,1,SMOOTH_BRICK) B(0,-28,-1,SMOOTH_BRICK) B(0,-28,0,SMOOTH_BRICK) B(0,-28,1,SMOOTH_BRICK) B(0,-27,-1,SMOOTH_BRICK) B(0,-27,0,SMOOTH_BRICK) B(0,-27,1,SMOOTH_BRICK) B(0,-26,-1,SMOOTH_BRICK) B(0,-26,0,SMOOTH_BRICK) B(0,-26,1,SMOOTH_BRICK) B(0,-25,-1,SMOOTH_BRICK) B(0,-25,0,SMOOTH_BRICK) B(0,-25,1,SMOOTH_BRICK) B(0,-24,-1,SMOOTH_BRICK) B(0,-24,0,SMOOTH_BRICK) B(0,-24,1,SMOOTH_BRICK) B(0,-23,-1,SMOOTH_BRICK) B(0,-23,0,SMOOTH_BRICK) B(0,-23,1,SMOOTH_BRICK) B(0,-22,-1,SMOOTH_BRICK) B(0,-22,0,SMOOTH_BRICK) B(0,-22,1,SMOOTH_BRICK) B(0,-21,-1,SMOOTH_BRICK) B(0,-21,0,SMOOTH_BRICK) B(0,-21,1,SMOOTH_BRICK) B(0,-20,-1,SMOOTH_BRICK) B(0,-20,0,SMOOTH_BRICK) B(0,-20,1,SMOOTH_BRICK) B(0,-19,-1,SMOOTH_BRICK) B(0,-19,0,SMOOTH_BRICK) B(0,-19,1,SMOOTH_BRICK) B(0,-18,-1,SMOOTH_BRICK) B(0,-18,0,SMOOTH_BRICK) B(0,-18,1,SMOOTH_BRICK) B(0,-17,-1,SMOOTH_BRICK) B(0,-17,0,SMOOTH_BRICK) B(0,-17,1,SMOOTH_BRICK) B(0,-16,-1,SMOOTH_BRICK) B(0,-16,0,SMOOTH_BRICK) B(0,-16,1,SMOOTH_BRICK) B(0,-15,-1,SMOOTH_BRICK) B(0,-15,0,SMOOTH_BRICK) B(0,-15,1,SMOOTH_BRICK) B(0,-14,-1,SMOOTH_BRICK) B(0,-14,0,SMOOTH_BRICK) B(0,-14,1,SMOOTH_BRICK) B(0,-13,-1,SMOOTH_BRICK) B(0,-13,0,SMOOTH_BRICK) B(0,-13,1,SMOOTH_BRICK) B(0,-12,-1,SMOOTH_BRICK) B(0,-12,0,SMOOTH_BRICK) B(0,-12,1,SMOOTH_BRICK) B(0,-11,-1,SMOOTH_BRICK) B(0,-11,0,SMOOTH_BRICK) B(0,-11,1,SMOOTH_BRICK) B(0,-10,-1,SMOOTH_BRICK) B(0,-10,0,SMOOTH_BRICK) B(0,-10,1,SMOOTH_BRICK) B(0,-9,-1,SMOOTH_BRICK) B(0,-9,0,SMOOTH_BRICK) B(0,-9,1,SMOOTH_BRICK) B(0,-8,-1,SMOOTH_BRICK) B(0,-8,0,SMOOTH_BRICK) B(0,-8,1,SMOOTH_BRICK) B(0,-7,-1,SMOOTH_STAIRS:2) B(0,-7,0,SMOOTH_BRICK) B(0,-7,1,SMOOTH_STAIRS) B(0,-6,0,SMOOTH_BRICK) B(0,-5,0,SMOOTH_BRICK) B(0,-4,0,SMOOTH_BRICK) B(0,-3,0,SMOOTH_BRICK:3) B(0,-2,-1,SMOOTH_STAIRS:6) B(0,-2,0,NETHERRACK) B(0,-2,1,SMOOTH_STAIRS:7) B(0,-1,0,FIRE:15) B(1,-31,-1,SMOOTH_BRICK) B(1,-31,0,SMOOTH_BRICK) B(1,-31,1,SMOOTH_BRICK) B(1,-30,-1,SMOOTH_BRICK) B(1,-30,0,SMOOTH_BRICK) B(1,-30,1,SMOOTH_BRICK) B(1,-29,-1,SMOOTH_BRICK) B(1,-29,0,SMOOTH_BRICK) B(1,-29,1,SMOOTH_BRICK) B(1,-28,-1,SMOOTH_BRICK) B(1,-28,0,SMOOTH_BRICK) B(1,-28,1,SMOOTH_BRICK) B(1,-27,-1,SMOOTH_BRICK) B(1,-27,0,SMOOTH_BRICK) B(1,-27,1,SMOOTH_BRICK) B(1,-26,-1,SMOOTH_BRICK) B(1,-26,0,SMOOTH_BRICK) B(1,-26,1,SMOOTH_BRICK) B(1,-25,-1,SMOOTH_BRICK) B(1,-25,0,SMOOTH_BRICK) B(1,-25,1,SMOOTH_BRICK) B(1,-24,-1,SMOOTH_BRICK) B(1,-24,0,SMOOTH_BRICK) B(1,-24,1,SMOOTH_BRICK) B(1,-23,-1,SMOOTH_BRICK) B(1,-23,0,SMOOTH_BRICK) B(1,-23,1,SMOOTH_BRICK) B(1,-22,-1,SMOOTH_BRICK) B(1,-22,0,SMOOTH_BRICK) B(1,-22,1,SMOOTH_BRICK) B(1,-21,-1,SMOOTH_BRICK) B(1,-21,0,SMOOTH_BRICK) B(1,-21,1,SMOOTH_BRICK) B(1,-20,-1,SMOOTH_BRICK) B(1,-20,0,SMOOTH_BRICK) B(1,-20,1,SMOOTH_BRICK) B(1,-19,-1,SMOOTH_BRICK) B(1,-19,0,SMOOTH_BRICK) B(1,-19,1,SMOOTH_BRICK) B(1,-18,0,SMOOTH_BRICK) B(1,-17,0,SMOOTH_BRICK) B(1,-16,0,SMOOTH_BRICK) B(1,-15,-1,SMOOTH_BRICK) B(1,-15,0,SMOOTH_BRICK) B(1,-14,0,SMOOTH_BRICK) B(1,-14,1,SMOOTH_BRICK) B(1,-13,0,SMOOTH_BRICK) B(1,-12,0,SMOOTH_BRICK) B(1,-11,-1,SMOOTH_BRICK) B(1,-11,0,SMOOTH_BRICK) B(1,-11,1,SMOOTH_BRICK) B(1,-10,0,SMOOTH_BRICK) B(1,-9,0,SMOOTH_BRICK) B(1,-8,0,SMOOTH_BRICK) B(1,-8,1,SMOOTH_STAIRS:7) B(1,-7,-1,SMOOTH_STAIRS:1) B(1,-7,0,SMOOTH_STAIRS:1) B(1,-7,1,SMOOTH_STAIRS:1) B(1,-2,-1,SMOOTH_STAIRS:6) B(1,-2,0,SMOOTH_STAIRS:5) B(1,-2,1,SMOOTH_STAIRS:5) ####################################################################### # +-----------------------------------------------------------------+ # # | 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,AIR) 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 ####################################################################### # +-----------------------------------------------------------------+ # # | 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. # WeightedBranch(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