####################################################################### # +-----------------------------------------------------------------+ # # | 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 shroomtreedecayed1R5 # 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: 10.0 # 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: 62 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: 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: 20 # 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(-2,-3,0,DIRT) B(-2,-2,0,LOG) B(2,-3,0,GRASS) B(2,-4,0,DIRT:2) B(-2,-1,0,LOG) B(-1,4,-3,HUGE_MUSHROOM_1:3) B(-1,7,0,HUGE_MUSHROOM_1:7) B(0,-4,-3,DIRT:2) B(-1,1,-3,HUGE_MUSHROOM_1:3) B(-1,8,0,BROWN_MUSHROOM) B(-4,-4,-3,DIRT:2) B(2,-4,-1,DIRT:2) B(-3,1,-2,HUGE_MUSHROOM_1:7) B(-2,-4,-4,DIRT:2) B(-3,4,-2,HUGE_MUSHROOM_1:1) B(-3,5,-2,BROWN_MUSHROOM) B(-4,-4,-2,DIRT:2) B(-1,1,0,LOG) B(-1,0,0,LOG) B(0,-2,-3,BROWN_MUSHROOM) B(-4,-4,0,DIRT:2) B(-1,3,0,LOG) B(-1,2,0,LOG) B(0,-3,-2,DIRT) B(0,-2,-2,DIRT:2) B(0,7,-1,HUGE_MUSHROOM_1:3) B(0,0,-1,RED_MUSHROOM) B(0,3,-1,HUGE_MUSHROOM_1:1) B(-3,-4,-4,DIRT:2) B(-1,4,-2,HUGE_MUSHROOM_1:3) B(-1,1,-2,HUGE_MUSHROOM_1:3) B(1,-2,-2,GRASS) B(1,-3,-2,DIRT:2) B(1,-4,-2,DIRT:2) B(-1,7,-2,HUGE_MUSHROOM_1:3) B(-3,4,-1,HUGE_MUSHROOM_1:7) B(0,1,0,LOG) B(0,0,0,LOG) B(0,3,0,LOG) B(0,2,0,LOG) B(0,5,0,LOG) B(0,4,0,LOG) B(0,7,0,HUGE_MUSHROOM_1:9) B(0,6,0,BROWN_MUSHROOM) B(-1,-2,1,LOG) B(0,-1,1,LOG) B(-1,-3,1,DIRT) B(-1,-4,1,LOG) B(-1,-5,1,LOG) B(0,-5,1,LOG) B(0,-4,1,LOG) B(0,-3,1,DIRT) B(0,-2,1,LOG) B(-2,0,0,LOG) B(1,-5,-1,LOG) B(1,-4,-1,LOG) B(1,-3,-1,DIRT) B(1,-2,-1,DIRT) B(1,-1,-1,HUGE_MUSHROOM_1:3) B(-2,-2,-1,LOG) B(-2,-3,-1,DIRT) B(-2,-1,-1,LOG) B(1,3,-1,HUGE_MUSHROOM_1:3) B(1,4,-1,BROWN_MUSHROOM) B(-2,-4,-1,LOG) B(-2,-5,-1,LOG) B(0,-2,-1,LOG) B(0,-1,-1,HUGE_MUSHROOM_1:1) B(0,-4,-1,LOG) B(0,-3,-1,LOG) B(-1,-5,-1,LOG) B(-2,-4,1,DIRT) B(-3,-1,0,HUGE_MUSHROOM_1:1) B(0,-5,-1,LOG) B(-2,-3,1,DIRT) B(-3,-2,0,BROWN_MUSHROOM) B(-3,-5,0,LOG) B(-1,-1,-1,LOG) B(-1,-2,-1,LOG) B(-1,-3,-1,LOG) B(-2,-2,1,DIRT:2) B(-1,-4,-1,LOG) B(-3,-4,0,LOG) B(-2,-1,1,HUGE_MUSHROOM_1:9) B(-1,-4,2,DIRT) B(-1,-3,2,GRASS) B(0,-3,0,DIRT) B(0,-2,0,LOG) B(0,-1,0,LOG) B(-2,2,-3,RED_MUSHROOM) B(-2,1,-3,HUGE_MUSHROOM_1:2) B(-2,4,-3,HUGE_MUSHROOM_1:1) B(1,-3,0,DIRT) B(1,-2,0,DIRT:2) B(1,-1,0,HUGE_MUSHROOM_1:9) B(-1,-4,-3,DIRT:2) B(-1,-3,-3,DIRT) B(-1,-2,-3,GRASS) B(0,-3,2,GRASS) B(-1,-1,0,LOG) B(0,-4,2,LOG) B(-1,-2,0,LOG) B(0,-5,2,LOG) B(-1,-3,0,DIRT) B(-1,-4,0,LOG) B(-1,-5,0,LOG) B(0,0,1,LOG) B(0,3,1,HUGE_MUSHROOM_1:7) B(-2,-4,2,DIRT) B(-3,-1,1,HUGE_MUSHROOM_1:7) B(-1,-2,-2,LOG) B(-1,-3,-2,DIRT) B(-2,-3,2,DIRT:2) B(-1,-4,-2,LOG) B(-3,-4,1,LOG) B(-1,-5,-2,LOG) B(-3,-5,1,LOG) B(-1,-1,-2,BROWN_MUSHROOM) B(-1,10,-1,RED_MUSHROOM) B(-2,-3,-2,DIRT) B(-2,-2,-2,LOG) B(-2,-1,-2,LOG) B(1,3,0,HUGE_MUSHROOM_1:3) B(0,-4,-4,DIRT:2) B(-2,0,-1,LOG) B(0,7,-2,HUGE_MUSHROOM_1:3) B(-1,-4,-4,DIRT:2) B(1,-4,-3,DIRT:2) B(2,-4,-2,DIRT:2) B(-3,-5,-2,LOG) B(-3,-4,-2,LOG) B(-2,-4,-3,DIRT:2) B(-2,-3,-3,GRASS) B(-2,4,-1,HUGE_MUSHROOM_1:9) B(-2,1,-1,LOG) B(-2,7,-1,HUGE_MUSHROOM_1:7) B(-3,-3,-2,GRASS) B(-2,5,-1,BROWN_MUSHROOM) B(-1,7,-1,LOG) B(-1,6,-1,LOG) B(-1,5,-1,LOG) B(-1,4,-1,LOG) B(-1,3,-1,LOG) B(-1,2,-1,LOG) B(-1,1,-1,LOG) B(-1,0,-1,LOG) B(-1,9,-1,LOG) B(-1,8,-1,LOG) B(1,4,1,RED_MUSHROOM) B(1,3,1,HUGE_MUSHROOM_1:9) B(1,-2,1,DIRT:2) B(1,-3,1,DIRT) B(1,-4,1,LOG) B(1,-5,1,LOG) B(-2,3,-2,LOG) B(-2,2,-2,LOG) B(-2,1,-2,LOG) B(-2,0,-2,LOG) B(-2,7,-2,HUGE_MUSHROOM_1:1) B(-2,5,-2,LOG) B(-2,4,-2,LOG) B(2,-4,1,DIRT:2) B(-4,-4,2,GRASS) B(-3,1,-3,HUGE_MUSHROOM_1:1) B(-3,4,-3,HUGE_MUSHROOM_1:1) B(-3,-4,-3,DIRT: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(0,0,0,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,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) ####################################################################### # +-----------------------------------------------------------------+ # # | 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