####################################################################### # +-----------------------------------------------------------------+ # # | 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 FloatingIsland4 # 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: 1.0 # 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: randomY # The height limits for the BO3. MinHeight: 150 MaxHeight: 161 # 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: ####################################################################### # +-----------------------------------------------------------------+ # # | 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: 0 # 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. B(1,8,-4,VINE:2) B(1,6,-4,VINE:2) B(1,7,-4,VINE:2) B(1,4,-4,VINE:2) B(1,5,-4,VINE:2) B(-3,10,-2,LEAVES:3) B(-1,5,0,GRASS) B(-1,4,0,STONE) B(-1,7,0,LEAVES:3) B(-1,8,0,LEAVES:3) B(2,2,1,STONE) B(2,4,1,LONG_GRASS:1) B(2,3,1,GRASS) B(-1,9,-3,LEAVES:3) B(-1,8,-3,LEAVES:3) B(-2,10,-3,LEAVES:3) B(-1,7,-3,LEAVES:3) B(-3,1,-2,VINE:1) B(-3,2,-2,GRASS) B(-3,4,-2,VINE:8) B(-3,6,-2,VINE:8) B(-3,7,-2,LEAVES:3) B(-3,8,-2,LEAVES:3) B(-3,9,-2,LEAVES:3) B(1,2,3,GRASS) B(-1,1,0,STONE) B(-1,3,0,STONE) B(-1,2,0,STONE) B(0,7,-1,LEAVES:3) B(0,8,-1,LEAVES:3) B(0,1,-1,VINE:1) B(0,0,-1,VINE:1) B(0,3,-1,GRASS) B(0,2,-1,STONE) B(1,7,-3,VINE:2) B(1,5,-3,VINE:2) B(1,6,-3,VINE:2) B(1,3,-3,VINE:2) B(1,4,-3,VINE:2) B(3,2,0,GRASS) B(-1,5,-2,VINE:2) B(-1,4,-2,VINE:2) B(2,2,2,GRASS) B(-1,9,-2,LEAVES:3) B(-1,8,-2,LEAVES:3) B(-3,1,-1,STONE) B(-1,7,-2,LEAVES:3) B(-3,2,-1,STONE) B(-3,3,-1,GRASS) B(-3,7,-1,LEAVES:3) B(-3,8,-1,LEAVES:3) B(-3,9,-1,LEAVES:3) B(0,1,0,STONE) B(0,0,0,STONE) B(0,3,0,STONE) B(0,2,0,STONE) B(0,5,0,GRASS) B(0,4,0,STONE) B(0,7,0,LEAVES:3) B(1,2,-2,VINE:1) B(1,3,-2,VINE:1) B(-4,8,-1,LEAVES:3) B(-1,2,2,GRASS) B(-4,7,-1,LEAVES:3) B(-4,9,-1,VINE:8) B(-4,3,-1,VINE:8) B(-2,9,0,VINE:4) B(-2,8,0,LEAVES:3) B(-2,7,0,LEAVES:3) B(-2,4,0,GRASS) B(-2,3,0,STONE) B(-2,2,0,STONE) B(-2,1,0,STONE) B(0,8,1,VINE:4) B(0,7,1,VINE:4) B(-4,2,-1,VINE:1) B(-4,1,-1,VINE:9) B(1,7,-1,VINE:2) B(1,5,-1,VINE:2) B(1,6,-1,VINE:2) B(1,3,-1,GRASS) B(1,4,-1,VINE:2) B(1,2,-1,STONE) B(-1,4,1,GRASS) B(-1,3,1,STONE) B(-1,8,-4,LEAVES:3) B(-1,7,-4,LEAVES:3) B(0,8,0,LEAVES:3) B(-1,2,1,STONE) B(-1,1,1,STONE) B(-3,1,0,STONE) B(0,4,-4,VINE:1) B(0,3,-4,VINE:1) B(0,3,2,GRASS) B(0,6,-4,VINE:1) B(0,2,2,STONE) B(0,5,-4,VINE:1) B(0,8,-4,LEAVES:3) B(0,7,-4,VINE:1) B(-2,9,-3,LEAVES:3) B(-2,8,-3,LEAVES:3) B(-2,7,-3,LEAVES:3) B(-3,7,0,LEAVES:3) B(-3,8,0,LEAVES:3) B(-3,3,0,STONE) B(-3,2,0,STONE) B(-2,4,-3,VINE:1) B(-3,4,0,GRASS) B(-2,3,-3,VINE:1) B(-4,8,-3,LEAVES:3) B(-4,7,-3,LEAVES:3) B(-2,2,2,GRASS) B(-2,1,2,VINE:4) B(-2,0,2,VINE:4) B(-1,10,-2,LEAVES:3) B(0,0,1,VINE:4) B(0,2,1,STONE) B(0,1,1,STONE) B(0,4,1,GRASS) B(0,3,1,STONE) B(0,6,1,VINE:4) B(0,5,1,VINE:4) B(-2,10,-1,LEAVES:3) B(-1,10,-1,VINE:4) B(-2,7,-4,LEAVES:3) B(-2,8,-4,LEAVES:3) B(-4,7,-2,LEAVES:3) B(-4,8,-2,LEAVES:3) B(-2,8,1,VINE:4) B(-2,7,1,VINE:4) B(-2,6,1,VINE:4) B(-2,5,1,VINE:4) B(-2,4,1,VINE:4) B(-2,3,1,GRASS) B(-2,2,1,STONE) B(-2,1,1,STONE) B(1,5,0,GRASS) B(1,4,0,STONE) B(1,3,0,STONE) B(1,2,0,STONE) B(1,1,0,STONE) B(1,0,0,STONE) B(0,8,-2,LEAVES:3) B(0,7,-2,LEAVES:3) B(0,9,-2,VINE:2) B(-4,2,0,GRASS) B(-2,10,-2,LEAVES:3) B(-2,9,-1,LEAVES:3) B(-2,4,-1,VINE:4) B(-2,3,-1,GRASS) B(-2,2,-1,STONE) B(-2,1,-1,STONE) B(-2,8,-1,LEAVES:3) B(-2,7,-1,LEAVES:3) B(-3,2,2,GRASS) B(-2,5,-1,VINE:4) B(-1,7,-1,LEAVES:3) B(-1,3,-1,GRASS) B(-1,2,-1,STONE) B(-1,1,-1,VINE:1) B(-1,9,-1,VINE:4) B(-1,8,-1,LEAVES:3) B(-3,7,-4,LEAVES:3) B(1,4,1,GRASS) B(-3,8,-4,LEAVES:3) B(1,3,1,STONE) B(1,2,1,STONE) B(1,1,1,STONE) B(0,7,-3,LEAVES:3) B(0,8,-3,LEAVES:3) B(-2,9,-2,LOG:3) B(-2,8,-2,LOG:3) B(-2,3,-2,LOG:3) B(-2,2,-2,DIRT) B(0,10,-2,VINE:2) B(-3,2,1,STONE) B(-2,7,-2,LOG:3) B(-3,1,1,STONE) B(-2,6,-2,LOG:3) B(-2,5,-2,LOG:3) B(-3,4,1,LONG_GRASS:1) B(-3,3,1,GRASS) B(-2,4,-2,LOG:3) B(2,3,0,STONE) B(2,2,0,STONE) B(2,4,0,GRASS) B(-4,8,-4,LEAVES:3) B(-2,2,3,VINE:4) B(2,1,0,STONE) B(-3,7,-3,LEAVES:3) B(-3,8,-3,LEAVES:3) B(1,3,2,GRASS) B(1,2,2,STONE) ####################################################################### # +-----------------------------------------------------------------+ # # | 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,STONE) 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 ####################################################################### # +-----------------------------------------------------------------+ # # | 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