####################################################################### # +-----------------------------------------------------------------+ # # | 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: Converted version of the BO2 WhiteCap3 # 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: true # 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: 15.0 # 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: 61 MaxHeight: 67 # 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: AIR # 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: 60 # 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(-4,7,2,HUGE_MUSHROOM_1:15) B(1,6,4,HUGE_MUSHROOM_1:15) B(-4,6,2,HUGE_MUSHROOM_1:15) B(-4,5,2,HUGE_MUSHROOM_1:15) B(2,8,2,HUGE_MUSHROOM_1:15) B(2,5,2,HUGE_MUSHROOM_1:15) B(-3,6,4,HUGE_MUSHROOM_1:15) B(2,7,2,HUGE_MUSHROOM_1:15) B(2,6,2,HUGE_MUSHROOM_1:15) B(-3,5,4,HUGE_MUSHROOM_1:15) B(-1,10,1,HUGE_MUSHROOM_1) B(-1,11,1,HUGE_MUSHROOM_1:1) B(-1,12,1,HUGE_MUSHROOM_1:1) B(0,-5,-3,HUGE_MUSHROOM_2) B(-1,5,0,HUGE_MUSHROOM_1:7) B(0,-6,-3,HUGE_MUSHROOM_2) B(-1,4,0,HUGE_MUSHROOM_1:7) B(-1,7,0,HUGE_MUSHROOM_1) B(0,-4,-3,HUGE_MUSHROOM_2) B(-1,6,0,HUGE_MUSHROOM_1:7) B(-1,9,0,HUGE_MUSHROOM_1) B(-1,8,0,HUGE_MUSHROOM_1) B(2,-4,-1,HUGE_MUSHROOM_2) B(2,-3,-1,HUGE_MUSHROOM_2) B(-1,9,-3,HUGE_MUSHROOM_1:15) B(-1,7,-3,HUGE_MUSHROOM_1) B(-3,5,-2,HUGE_MUSHROOM_1:15) B(-3,6,-2,HUGE_MUSHROOM_1:15) B(1,10,1,HUGE_MUSHROOM_1:15) B(-3,7,-2,HUGE_MUSHROOM_1:15) B(-3,8,-2,HUGE_MUSHROOM_1:1) B(-1,3,0,HUGE_MUSHROOM_1:7) B(0,-3,-2,HUGE_MUSHROOM_2) B(0,5,-1,HUGE_MUSHROOM_1:3) B(0,4,-1,HUGE_MUSHROOM_1:3) B(0,7,-1,HUGE_MUSHROOM_1) B(0,-4,-2,HUGE_MUSHROOM_2) B(0,6,-1,HUGE_MUSHROOM_1:3) B(0,9,-1,HUGE_MUSHROOM_1) B(0,8,-1,HUGE_MUSHROOM_1:3) B(0,1,-1,HUGE_MUSHROOM_1:1) B(-4,7,1,HUGE_MUSHROOM_1:15) B(0,0,-1,HUGE_MUSHROOM_1:1) B(0,3,-1,HUGE_MUSHROOM_1:1) B(0,2,-1,HUGE_MUSHROOM_1:1) B(1,10,2,HUGE_MUSHROOM_1:15) B(-3,7,3,HUGE_MUSHROOM_1:15) B(1,11,2,HUGE_MUSHROOM_1:15) B(2,6,3,HUGE_MUSHROOM_1:15) B(1,12,2,HUGE_MUSHROOM_1:15) B(0,10,3,HUGE_MUSHROOM_1:15) B(0,11,3,HUGE_MUSHROOM_1:15) B(0,12,3,HUGE_MUSHROOM_1:15) B(3,7,1,HUGE_MUSHROOM_1:15) B(3,6,1,HUGE_MUSHROOM_1:15) B(-2,7,5,HUGE_MUSHROOM_1:15) B(-2,6,5,HUGE_MUSHROOM_1:15) B(3,8,1,HUGE_MUSHROOM_1:15) B(-2,5,5,HUGE_MUSHROOM_1:15) B(-1,9,-2,HUGE_MUSHROOM_1) B(-1,8,-2,HUGE_MUSHROOM_1:1) B(3,-4,-1,HUGE_MUSHROOM_2) B(3,-5,-1,HUGE_MUSHROOM_2) B(-3,6,-1,HUGE_MUSHROOM_1:15) B(-3,7,-1,HUGE_MUSHROOM_1) B(-3,8,-1,HUGE_MUSHROOM_1:15) B(-3,9,-1,HUGE_MUSHROOM_1:15) B(-1,10,2,HUGE_MUSHROOM_1) B(0,10,-1,HUGE_MUSHROOM_1:15) B(-1,12,2,HUGE_MUSHROOM_1) B(3,-6,-1,HUGE_MUSHROOM_2) B(0,12,-1,HUGE_MUSHROOM_1:15) B(0,11,-1,HUGE_MUSHROOM_1:15) B(-5,7,0,HUGE_MUSHROOM_1:15) B(0,1,0,HUGE_MUSHROOM_1:7) B(0,0,0,HUGE_MUSHROOM_1:7) B(0,3,0,HUGE_MUSHROOM_1:9) B(0,2,0,HUGE_MUSHROOM_1:7) B(0,5,0,HUGE_MUSHROOM_1:9) B(0,4,0,HUGE_MUSHROOM_1:9) B(0,7,0,RED_MUSHROOM) B(0,6,0,HUGE_MUSHROOM_1:9) B(-2,12,0,HUGE_MUSHROOM_1:15) B(-2,11,0,HUGE_MUSHROOM_1:7) B(-2,10,0,HUGE_MUSHROOM_1:15) B(1,6,-2,HUGE_MUSHROOM_1:15) B(0,-4,1,HUGE_MUSHROOM_2) B(1,7,-2,HUGE_MUSHROOM_1:15) B(0,-3,1,HUGE_MUSHROOM_2) B(-4,7,-1,HUGE_MUSHROOM_1:15) B(-1,9,2,HUGE_MUSHROOM_1) B(-1,8,2,HUGE_MUSHROOM_1) B(-2,9,0,HUGE_MUSHROOM_1:15) B(-2,8,0,HUGE_MUSHROOM_1) B(2,0,-1,RED_MUSHROOM) B(0,7,1,RED_MUSHROOM) B(0,9,1,HUGE_MUSHROOM_1) B(-1,10,0,HUGE_MUSHROOM_1) B(-1,11,0,HUGE_MUSHROOM_1) B(-1,12,0,HUGE_MUSHROOM_1) B(-5,6,1,HUGE_MUSHROOM_1:15) B(-5,5,1,HUGE_MUSHROOM_1:15) B(1,-3,-1,HUGE_MUSHROOM_2) B(1,-2,-1,HUGE_MUSHROOM_2) B(1,-1,-1,HUGE_MUSHROOM_2) B(0,-6,0,HUGE_MUSHROOM_2) B(0,-5,0,HUGE_MUSHROOM_2) B(1,9,-1,HUGE_MUSHROOM_1:15) B(1,7,-1,HUGE_MUSHROOM_1:15) B(-2,-6,-1,HUGE_MUSHROOM_2) B(1,3,-1,HUGE_MUSHROOM_1:3) B(-5,6,-1,HUGE_MUSHROOM_1:15) B(1,4,-1,BROWN_MUSHROOM) B(-2,-4,-1,HUGE_MUSHROOM_2) B(1,1,-1,HUGE_MUSHROOM_1:3) B(-2,-5,-1,HUGE_MUSHROOM_2) B(1,2,-1,HUGE_MUSHROOM_1:3) B(1,0,-1,HUGE_MUSHROOM_1:3) B(0,-2,-1,HUGE_MUSHROOM_2) B(0,-1,-1,HUGE_MUSHROOM_2) B(-1,6,1,HUGE_MUSHROOM_1:4) B(0,-3,-1,HUGE_MUSHROOM_2) B(-1,8,1,HUGE_MUSHROOM_1) B(-1,9,1,HUGE_MUSHROOM_1) B(-1,-3,-1,HUGE_MUSHROOM_2) B(-1,-4,-1,HUGE_MUSHROOM_2) B(-1,7,-4,HUGE_MUSHROOM_1:15) B(-1,6,-4,HUGE_MUSHROOM_1:15) B(1,10,3,HUGE_MUSHROOM_1:15) B(0,-4,0,HUGE_MUSHROOM_2) B(0,-3,0,HUGE_MUSHROOM_2) B(0,-2,0,HUGE_MUSHROOM_2) B(0,-1,0,HUGE_MUSHROOM_2) B(0,9,0,HUGE_MUSHROOM_1) B(0,8,0,HUGE_MUSHROOM_1) B(-1,0,1,RED_MUSHROOM) B(0,10,4,HUGE_MUSHROOM_1:9) B(1,9,0,HUGE_MUSHROOM_1:15) B(-1,10,4,HUGE_MUSHROOM_1:15) B(1,8,0,HUGE_MUSHROOM_1:1) B(1,7,0,HUGE_MUSHROOM_1) B(-2,7,-3,HUGE_MUSHROOM_1:15) B(0,12,1,HUGE_MUSHROOM_1:3) B(-3,7,0,HUGE_MUSHROOM_1) B(-3,8,0,HUGE_MUSHROOM_1) B(-2,6,-3,HUGE_MUSHROOM_1:15) B(0,11,1,HUGE_MUSHROOM_1:3) B(0,10,1,HUGE_MUSHROOM_1) B(1,-3,0,HUGE_MUSHROOM_2) B(1,-2,0,HUGE_MUSHROOM_2) B(1,-1,0,HUGE_MUSHROOM_2) B(-1,7,4,HUGE_MUSHROOM_1:7) B(-1,6,4,HUGE_MUSHROOM_1:7) B(-2,9,2,HUGE_MUSHROOM_1:15) B(-2,8,2,HUGE_MUSHROOM_1) B(-1,9,4,HUGE_MUSHROOM_1:15) B(-2,7,2,HUGE_MUSHROOM_1) B(-1,8,4,HUGE_MUSHROOM_1:15) B(-2,6,2,HUGE_MUSHROOM_1) B(0,-4,2,HUGE_MUSHROOM_2) B(0,-5,2,HUGE_MUSHROOM_2) B(-1,10,-2,HUGE_MUSHROOM_1:15) B(0,-6,2,HUGE_MUSHROOM_2) B(0,8,3,HUGE_MUSHROOM_1) B(0,7,3,HUGE_MUSHROOM_1:15) B(0,9,3,HUGE_MUSHROOM_1:15) B(1,9,1,HUGE_MUSHROOM_1) B(0,6,1,HUGE_MUSHROOM_1) B(2,-6,2,HUGE_MUSHROOM_2) B(2,-5,2,HUGE_MUSHROOM_2) B(2,-4,2,HUGE_MUSHROOM_2) B(3,-4,1,HUGE_MUSHROOM_2) B(-2,10,-1,HUGE_MUSHROOM_1:15) B(-1,10,-1,HUGE_MUSHROOM_1) B(3,-5,1,HUGE_MUSHROOM_2) B(3,-6,1,HUGE_MUSHROOM_2) B(2,10,1,HUGE_MUSHROOM_1:6) B(-1,8,3,HUGE_MUSHROOM_1) B(-2,9,1,HUGE_MUSHROOM_1) B(-1,9,3,HUGE_MUSHROOM_1:1) B(-2,7,1,HUGE_MUSHROOM_1) B(-2,10,1,HUGE_MUSHROOM_1) B(-1,11,-1,HUGE_MUSHROOM_1:15) B(-1,12,-1,HUGE_MUSHROOM_1:15) B(0,7,2,HUGE_MUSHROOM_1:15) B(0,9,2,HUGE_MUSHROOM_1) B(0,8,2,HUGE_MUSHROOM_1) B(0,10,0,HUGE_MUSHROOM_1) B(1,1,0,HUGE_MUSHROOM_1:9) B(1,0,0,HUGE_MUSHROOM_1:9) B(1,9,2,HUGE_MUSHROOM_1:3) B(0,8,-2,HUGE_MUSHROOM_1:15) B(1,8,2,HUGE_MUSHROOM_1) B(0,7,-2,HUGE_MUSHROOM_1) B(1,7,2,HUGE_MUSHROOM_1) B(0,9,-2,HUGE_MUSHROOM_1:15) B(-4,8,0,HUGE_MUSHROOM_1:15) B(0,0,-2,RED_MUSHROOM) B(-4,7,0,HUGE_MUSHROOM_1) B(-4,6,0,HUGE_MUSHROOM_1:15) B(-2,9,-1,HUGE_MUSHROOM_1) B(2,7,0,HUGE_MUSHROOM_1:15) B(2,6,0,HUGE_MUSHROOM_1:15) B(-3,8,2,HUGE_MUSHROOM_1:15) B(2,9,0,HUGE_MUSHROOM_1:3) B(2,8,0,HUGE_MUSHROOM_1:15) B(-3,7,2,HUGE_MUSHROOM_1) B(-3,6,2,HUGE_MUSHROOM_1) B(-2,8,-1,HUGE_MUSHROOM_1) B(-1,5,-1,HUGE_MUSHROOM_1:1) B(-1,4,-1,HUGE_MUSHROOM_1:1) B(-1,3,-1,HUGE_MUSHROOM_1:1) B(-2,7,4,HUGE_MUSHROOM_1:15) B(1,12,0,HUGE_MUSHROOM_1:15) B(-2,6,4,HUGE_MUSHROOM_1) B(1,11,0,HUGE_MUSHROOM_1:15) B(1,10,0,HUGE_MUSHROOM_1:15) B(-1,9,-1,HUGE_MUSHROOM_1) B(-2,11,3,HUGE_MUSHROOM_1) B(-1,8,-1,HUGE_MUSHROOM_1) B(0,10,2,HUGE_MUSHROOM_1) B(0,6,5,HUGE_MUSHROOM_1:15) B(0,11,2,HUGE_MUSHROOM_1) B(0,12,2,HUGE_MUSHROOM_1) B(0,7,5,HUGE_MUSHROOM_1:15) B(1,9,3,HUGE_MUSHROOM_1:15) B(-3,10,1,HUGE_MUSHROOM_1:15) B(1,8,3,HUGE_MUSHROOM_1:15) B(0,7,-3,HUGE_MUSHROOM_1:15) B(1,7,3,HUGE_MUSHROOM_1:15) B(0,6,-3,HUGE_MUSHROOM_1:15) B(1,6,3,HUGE_MUSHROOM_1) B(1,5,3,HUGE_MUSHROOM_1:15) B(-2,12,2,HUGE_MUSHROOM_1:15) B(-2,10,2,HUGE_MUSHROOM_1:15) B(-2,11,2,HUGE_MUSHROOM_1:15) B(2,9,1,HUGE_MUSHROOM_1:15) B(-2,9,-2,HUGE_MUSHROOM_1:15) B(-2,8,-2,HUGE_MUSHROOM_1:15) B(-3,9,1,HUGE_MUSHROOM_1:7) B(-1,11,3,HUGE_MUSHROOM_1:15) B(-1,10,3,HUGE_MUSHROOM_1:15) B(-3,8,1,HUGE_MUSHROOM_1:15) B(-3,7,1,HUGE_MUSHROOM_1) B(-2,7,-2,HUGE_MUSHROOM_1) B(-2,8,3,HUGE_MUSHROOM_1:15) B(-2,7,3,HUGE_MUSHROOM_1) B(-1,8,5,HUGE_MUSHROOM_1:15) B(2,-4,1,HUGE_MUSHROOM_2) B(-2,6,3,HUGE_MUSHROOM_1) B(2,-3,1,HUGE_MUSHROOM_2) B(0,5,4,HUGE_MUSHROOM_1:15) B(0,7,4,HUGE_MUSHROOM_1:15) B(0,6,4,HUGE_MUSHROOM_1) B(0,8,4,HUGE_MUSHROOM_1:15) ####################################################################### # +-----------------------------------------------------------------+ # # | 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(0,0,0,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,biomesoplenty:grass:0,biomesoplenty:grass:1,biomesoplenty:grass:2,biomesoplenty:grass:3,biomesoplenty:grass:4,biomesoplenty:grass:5,biomesoplenty:grass:6,biomesoplenty:grass:7) ####################################################################### # +-----------------------------------------------------------------+ # # | 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