####################################################################### # +-----------------------------------------------------------------+ # # | 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 spores5 # 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: 100.0 # 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: 21 MaxHeight: 32 # 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: 40 # 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(-4,4,6,HUGE_MUSHROOM_2:10) B(-4,3,6,HUGE_MUSHROOM_2:10) B(-3,-4,3,HUGE_MUSHROOM_1) B(-3,-3,3,HUGE_MUSHROOM_1) B(-4,8,6,HUGE_MUSHROOM_1:7) B(-4,7,6,HUGE_MUSHROOM_1:10) B(-3,-2,3,BROWN_MUSHROOM) B(-4,10,2,HUGE_MUSHROOM_1:7) B(-5,-3,6,HUGE_MUSHROOM_1) B(-5,-4,6,HUGE_MUSHROOM_1) B(-3,8,4,HUGE_MUSHROOM_1:3) B(-3,10,2,HUGE_MUSHROOM_1:10) B(-4,10,-1,HUGE_MUSHROOM_1:1) B(-3,11,2,HUGE_MUSHROOM_1:3) B(-2,8,6,HUGE_MUSHROOM_1:9) B(-2,7,6,HUGE_MUSHROOM_1:9) B(-3,-3,6,HUGE_MUSHROOM_1) B(-3,-4,6,HUGE_MUSHROOM_1) B(-1,9,4,HUGE_MUSHROOM_1:3) B(-5,-4,3,HUGE_MUSHROOM_1) B(-5,-3,3,HUGE_MUSHROOM_1) B(-5,-2,3,BROWN_MUSHROOM) B(-4,8,5,HUGE_MUSHROOM_1:1) B(-4,3,5,BROWN_MUSHROOM) B(-4,2,5,HUGE_MUSHROOM_2:10) B(-4,1,5,HUGE_MUSHROOM_2:10) B(-4,0,5,HUGE_MUSHROOM_2:10) B(-3,8,7,HUGE_MUSHROOM_1:9) B(-3,7,7,HUGE_MUSHROOM_1:9) B(-2,10,-1,HUGE_MUSHROOM_1:3) B(-3,8,3,HUGE_MUSHROOM_1:10) B(-3,7,3,HUGE_MUSHROOM_1:10) B(-3,-2,4,HUGE_MUSHROOM_1) B(-3,12,0,HUGE_MUSHROOM_1:2) B(-4,10,5,HUGE_MUSHROOM_1:7) B(-2,8,5,HUGE_MUSHROOM_1:9) B(-2,-4,5,HUGE_MUSHROOM_1) B(-2,-3,5,HUGE_MUSHROOM_1) B(-2,-2,5,HUGE_MUSHROOM_1) B(-5,-2,5,HUGE_MUSHROOM_1) B(-2,11,1,HUGE_MUSHROOM_1) B(-2,10,4,HUGE_MUSHROOM_1) B(-5,9,4,HUGE_MUSHROOM_1:1) B(-4,-2,6,HUGE_MUSHROOM_1) B(-3,10,3,HUGE_MUSHROOM_1) B(-4,8,4,HUGE_MUSHROOM_1:1) B(-4,7,4,HUGE_MUSHROOM_1:1) B(-2,11,0,HUGE_MUSHROOM_1:3) B(-3,8,6,HUGE_MUSHROOM_1:7) B(-3,9,2,HUGE_MUSHROOM_1:10) B(-4,10,3,HUGE_MUSHROOM_1:7) B(-2,8,4,HUGE_MUSHROOM_1:3) B(-2,7,4,HUGE_MUSHROOM_1:3) B(-5,8,5,HUGE_MUSHROOM_1:1) B(-5,7,5,HUGE_MUSHROOM_1:7) B(-4,11,0,HUGE_MUSHROOM_1:7) B(-4,-1,4,HUGE_MUSHROOM_1) B(-3,11,-1,HUGE_MUSHROOM_1:3) B(-4,9,3,HUGE_MUSHROOM_1:7) B(-3,12,1,HUGE_MUSHROOM_1:4) B(-3,10,1,HUGE_MUSHROOM_1:10) B(-3,11,1,HUGE_MUSHROOM_1:10) B(-3,-1,5,HUGE_MUSHROOM_1) B(-3,-2,5,HUGE_MUSHROOM_1) B(-5,-2,4,HUGE_MUSHROOM_1) B(-2,10,2,HUGE_MUSHROOM_1:3) B(-3,9,5,HUGE_MUSHROOM_1:9) B(-2,10,5,HUGE_MUSHROOM_1:9) B(-3,6,5,HUGE_MUSHROOM_2:10) B(-3,5,5,HUGE_MUSHROOM_2:10) B(-3,8,5,HUGE_MUSHROOM_2:10) B(-3,7,5,HUGE_MUSHROOM_2:10) B(-4,11,1,HUGE_MUSHROOM_1:7) B(-4,-1,5,HUGE_MUSHROOM_1) B(-3,4,5,HUGE_MUSHROOM_2:10) B(-3,11,4,HUGE_MUSHROOM_1:4) B(-3,10,4,HUGE_MUSHROOM_1) B(-2,9,3,HUGE_MUSHROOM_1:3) B(-1,8,5,HUGE_MUSHROOM_1:9) B(-1,7,5,HUGE_MUSHROOM_1:9) ####################################################################### # +-----------------------------------------------------------------+ # # | 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,STONE) ####################################################################### # +-----------------------------------------------------------------+ # # | 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