####################################################################### # +-----------------------------------------------------------------+ # # | 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: 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 - atMinY, randomY, highestBlock or highestSolidBlock. SpawnHeight: highestBlock # 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: 51 # When in randomY mode used as the maximum Y to spawn this BO3 at. MaxHeight: 51 ###################### # 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,DIRT,SAND,GRASS,DIRT:2,HARD_CLAY,STAINED_CLAY,CLAY,SANDSTONE,RED_SANDSTONE,SAND:1,AIR,STONE,GRAVEL,LONG_GRASS,LONG_GRASS:1,LONG_GRASS:2,DEAD_BUSH,YELLOW_FLOWER,RED_ROSE,BROWN_MUSHROOM,RED_MUSHROOM,RED_ROSE:1,RED_ROSE:2,RED_ROSE:3,RED_ROSE:4,RED_ROSE:5,RED_ROSE:6,RED_ROSE:7,RED_ROSE:8,DOUBLE_PLANT,DOUBLE_PLANT:1,DOUBLE_PLANT:2,DOUBLE_PLANT:3,DOUBLE_PLANT:4,DOUBLE_PLANT:5,IRON_ORE,GOLD_ORE,LAPIS_ORE,COAL_ORE,DIAMOND_ORE,REDSTONE_ORE,EMERALD_ORE,STATIONARY_WATER # 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: 15 # 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. # 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(-3,-12,-3,STAINED_CLAY:1) B(-3,-12,0,STAINED_CLAY:1) B(-3,-12,3,STAINED_CLAY:1) B(-3,-11,-3,STAINED_CLAY:1) B(-3,-11,0,STAINED_CLAY:1) B(-3,-11,3,STAINED_CLAY:1) B(-3,-10,-3,STAINED_CLAY:1) B(-3,-10,0,STAINED_CLAY:1) B(-3,-10,3,STAINED_CLAY:1) B(-3,-9,-3,STAINED_CLAY:1) B(-3,-9,0,STAINED_CLAY:1) B(-3,-9,3,STAINED_CLAY:1) B(-3,-8,-3,STAINED_CLAY:1) B(-3,-8,0,STAINED_CLAY:1) B(-3,-8,3,STAINED_CLAY:1) B(-3,-7,-3,STAINED_CLAY:1) B(-3,-7,0,STAINED_CLAY:1) B(-3,-7,3,STAINED_CLAY:1) B(-3,-6,-3,STAINED_CLAY:1) B(-3,-6,0,STAINED_CLAY:1) B(-3,-6,3,STAINED_CLAY:1) B(-3,-5,-3,STAINED_CLAY:1) B(-3,-5,0,STAINED_CLAY:1) B(-3,-5,3,STAINED_CLAY:1) B(-3,-4,-3,STAINED_CLAY:1) B(-3,-4,0,STAINED_CLAY:1) B(-3,-4,3,STAINED_CLAY:1) B(-3,-3,-3,STAINED_CLAY:1) B(-3,-3,0,STAINED_CLAY:1) B(-3,-3,3,STAINED_CLAY:1) B(-3,-2,-3,STAINED_CLAY:1) B(-3,-2,0,STAINED_CLAY:1) B(-3,-2,3,STAINED_CLAY:1) B(-3,-1,-3,STAINED_CLAY:1) B(-3,-1,0,STAINED_CLAY:1) B(-3,-1,3,STAINED_CLAY:1) B(-3,0,-3,STAINED_CLAY:1) B(-3,0,0,STAINED_CLAY:1) B(-3,0,3,STAINED_CLAY:1) B(-3,1,-3,STAINED_CLAY:1) B(-3,1,0,STAINED_CLAY:1) B(-3,1,3,STAINED_CLAY:1) B(-3,2,-3,STAINED_CLAY:1) B(-3,2,0,STAINED_CLAY:1) B(-3,2,3,STAINED_CLAY:1) B(-3,3,-3,RED_SANDSTONE:2) B(-3,3,-2,RED_SANDSTONE:2) B(-3,3,-1,RED_SANDSTONE:2) B(-3,3,0,RED_SANDSTONE:2) B(-3,3,1,RED_SANDSTONE:2) B(-3,3,2,RED_SANDSTONE:2) B(-3,3,3,RED_SANDSTONE:2) B(-3,4,-3,HARD_CLAY) B(-3,4,-2,HARD_CLAY) B(-3,4,-1,HARD_CLAY) B(-3,4,0,HARD_CLAY) B(-3,4,1,HARD_CLAY) B(-3,4,2,HARD_CLAY) B(-3,4,3,HARD_CLAY) B(-3,5,-3,ACACIA_FENCE) B(-3,5,-2,ACACIA_FENCE) B(-3,5,-1,ACACIA_FENCE) B(-3,5,0,ACACIA_FENCE) B(-3,5,1,ACACIA_FENCE) B(-3,5,2,ACACIA_FENCE) B(-3,5,3,ACACIA_FENCE) B(-3,6,-3,ACACIA_FENCE) B(-3,6,-2,AIR) B(-3,6,-1,AIR) B(-3,6,0,AIR) B(-3,6,1,AIR) B(-3,6,2,AIR) B(-3,6,3,ACACIA_FENCE) B(-3,7,-3,ACACIA_FENCE) B(-3,7,-2,AIR) B(-3,7,-1,AIR) B(-3,7,0,AIR) B(-3,7,1,AIR) B(-3,7,2,AIR) B(-3,7,3,ACACIA_FENCE) B(-3,8,-3,STONE_SLAB2) B(-3,8,-2,STONE_SLAB2) B(-3,8,-1,STONE_SLAB2) B(-3,8,0,STONE_SLAB2) B(-3,8,1,STONE_SLAB2) B(-3,8,2,STONE_SLAB2) B(-3,8,3,STONE_SLAB2) B(-2,3,-3,RED_SANDSTONE:2) B(-2,3,3,RED_SANDSTONE:2) B(-2,4,-3,HARD_CLAY) B(-2,4,-2,HARD_CLAY) B(-2,4,-1,HARD_CLAY) B(-2,4,0,HARD_CLAY) B(-2,4,1,HARD_CLAY) B(-2,4,2,HARD_CLAY) B(-2,4,3,HARD_CLAY) B(-2,5,-3,ACACIA_FENCE) B(-2,5,-2,STAINED_CLAY:1) B(-2,5,-1,STAINED_CLAY:1) B(-2,5,0,STAINED_CLAY:1) B(-2,5,1,STAINED_CLAY:1) B(-2,5,2,STAINED_CLAY:1) B(-2,5,3,ACACIA_FENCE) B(-2,6,-3,AIR) B(-2,6,-2,STAINED_CLAY:1) B(-2,6,-1,STAINED_CLAY:1) B(-2,6,0,FLOWER_POT) B(-2,6,1,STAINED_CLAY:1) B(-2,6,2,STAINED_CLAY:1) B(-2,6,3,AIR) B(-2,7,-3,AIR) B(-2,7,-2,STAINED_CLAY:1) B(-2,7,-1,STAINED_CLAY:1) B(-2,7,0,ACACIA_FENCE) B(-2,7,1,STAINED_CLAY:1) B(-2,7,2,STAINED_CLAY:1) B(-2,7,3,AIR) B(-2,8,-3,STONE_SLAB2) B(-2,8,-2,RED_SANDSTONE) B(-2,8,-1,RED_SANDSTONE) B(-2,8,0,RED_SANDSTONE) B(-2,8,1,RED_SANDSTONE) B(-2,8,2,RED_SANDSTONE) B(-2,8,3,STONE_SLAB2) B(-1,3,-3,RED_SANDSTONE:2) B(-1,3,3,RED_SANDSTONE:2) B(-1,4,-3,HARD_CLAY) B(-1,4,-2,HARD_CLAY) B(-1,4,-1,HARD_CLAY) B(-1,4,0,HARD_CLAY) B(-1,4,1,HARD_CLAY) B(-1,4,2,HARD_CLAY) B(-1,4,3,HARD_CLAY) B(-1,5,-3,ACACIA_FENCE) B(-1,5,-2,STAINED_CLAY:1) B(-1,5,-1,NOTE_BLOCK) B(-1,5,0,AIR) B(-1,5,1,AIR) B(-1,5,2,STAINED_CLAY:1) B(-1,5,3,ACACIA_FENCE) B(-1,6,-3,AIR) B(-1,6,-2,STAINED_CLAY:1) B(-1,6,-1,AIR) B(-1,6,0,AIR) B(-1,6,1,STONE_SLAB2:8) B(-1,6,2,STAINED_CLAY:1) B(-1,6,3,AIR) B(-1,7,-3,AIR) B(-1,7,-2,STAINED_CLAY:1) B(-1,7,-1,AIR) B(-1,7,0,AIR) B(-1,7,1,JACK_O_LANTERN:3) B(-1,7,2,STAINED_CLAY:1) B(-1,7,3,AIR) B(-1,8,-3,STONE_SLAB2) B(-1,8,-2,RED_SANDSTONE) B(-1,8,-1,AIR) B(-1,8,0,AIR) B(-1,8,1,AIR) B(-1,8,2,RED_SANDSTONE) B(-1,8,3,STONE_SLAB2) B(-1,9,-1,STONE_SLAB2) B(-1,9,0,STONE_SLAB2) B(-1,9,1,STONE_SLAB2) B(0,-12,-3,STAINED_CLAY:1) B(0,-12,3,STAINED_CLAY:1) B(0,-11,-3,STAINED_CLAY:1) B(0,-11,3,STAINED_CLAY:1) B(0,-10,-3,STAINED_CLAY:1) B(0,-10,3,STAINED_CLAY:1) B(0,-9,-3,STAINED_CLAY:1) B(0,-9,3,STAINED_CLAY:1) B(0,-8,-3,STAINED_CLAY:1) B(0,-8,3,STAINED_CLAY:1) B(0,-7,-3,STAINED_CLAY:1) B(0,-7,3,STAINED_CLAY:1) B(0,-6,-3,STAINED_CLAY:1) B(0,-6,3,STAINED_CLAY:1) B(0,-5,-3,STAINED_CLAY:1) B(0,-5,3,STAINED_CLAY:1) B(0,-4,-3,STAINED_CLAY:1) B(0,-4,3,STAINED_CLAY:1) B(0,-3,-3,STAINED_CLAY:1) B(0,-3,3,STAINED_CLAY:1) B(0,-2,-3,STAINED_CLAY:1) B(0,-2,3,STAINED_CLAY:1) B(0,-1,-3,STAINED_CLAY:1) B(0,-1,3,STAINED_CLAY:1) B(0,0,-3,STAINED_CLAY:1) B(0,0,3,STAINED_CLAY:1) B(0,1,-3,STAINED_CLAY:1) B(0,1,3,STAINED_CLAY:1) B(0,2,-3,STAINED_CLAY:1) B(0,2,3,STAINED_CLAY:1) B(0,3,-3,RED_SANDSTONE:2) B(0,3,3,RED_SANDSTONE:2) B(0,4,-3,HARD_CLAY) B(0,4,-2,HARD_CLAY) B(0,4,-1,HARD_CLAY) B(0,4,0,HARD_CLAY) B(0,4,1,HARD_CLAY) B(0,4,2,HARD_CLAY) B(0,4,3,HARD_CLAY) B(0,5,-3,ACACIA_FENCE) B(0,5,-2,STAINED_CLAY:1) B(0,5,-1,AIR) B(0,5,0,AIR) Entity(0,5,0,Villager,1,Fisherman.txt) B(0,5,1,AIR) B(0,5,2,STAINED_CLAY:1) B(0,5,3,ACACIA_FENCE) B(0,6,-3,AIR) B(0,6,-2,ACACIA_FENCE) B(0,6,-1,AIR) B(0,6,0,AIR) B(0,6,1,AIR) B(0,6,2,ACACIA_FENCE) B(0,6,3,AIR) B(0,7,-3,AIR) B(0,7,-2,STAINED_CLAY:1) B(0,7,-1,AIR) B(0,7,0,AIR) B(0,7,1,AIR) B(0,7,2,STAINED_CLAY:1) B(0,7,3,AIR) B(0,8,-3,STONE_SLAB2) B(0,8,-2,RED_SANDSTONE) B(0,8,-1,AIR) B(0,8,0,AIR) B(0,8,1,AIR) B(0,8,2,RED_SANDSTONE) B(0,8,3,STONE_SLAB2) B(0,9,-1,STONE_SLAB2) B(0,9,0,STONE_SLAB2) B(0,9,1,STONE_SLAB2) B(1,3,-3,RED_SANDSTONE:2) B(1,3,3,RED_SANDSTONE:2) B(1,4,-3,HARD_CLAY) B(1,4,-2,HARD_CLAY) B(1,4,-1,HARD_CLAY) B(1,4,0,HARD_CLAY) B(1,4,1,HARD_CLAY) B(1,4,2,HARD_CLAY) B(1,4,3,HARD_CLAY) B(1,5,-3,ACACIA_FENCE) B(1,5,-2,STAINED_CLAY:1) B(1,5,-1,AIR) B(1,5,0,AIR) B(1,5,1,AIR) B(1,5,2,STAINED_CLAY:1) B(1,5,3,ACACIA_FENCE) B(1,6,-3,AIR) B(1,6,-2,STAINED_CLAY:1) B(1,6,-1,AIR) B(1,6,0,AIR) B(1,6,1,AIR) B(1,6,2,STAINED_CLAY:1) B(1,6,3,AIR) B(1,7,-3,AIR) B(1,7,-2,STAINED_CLAY:1) B(1,7,-1,AIR) B(1,7,0,AIR) B(1,7,1,AIR) B(1,7,2,STAINED_CLAY:1) B(1,7,3,AIR) B(1,8,-3,STONE_SLAB2) B(1,8,-2,RED_SANDSTONE) B(1,8,-1,AIR) B(1,8,0,AIR) B(1,8,1,AIR) B(1,8,2,RED_SANDSTONE) B(1,8,3,STONE_SLAB2) B(1,9,-1,STONE_SLAB2) B(1,9,0,STONE_SLAB2) B(1,9,1,STONE_SLAB2) B(2,3,-3,RED_SANDSTONE:2) B(2,3,3,RED_SANDSTONE:2) B(2,4,-3,HARD_CLAY) B(2,4,-2,HARD_CLAY) B(2,4,-1,HARD_CLAY) B(2,4,0,HARD_CLAY) B(2,4,1,HARD_CLAY) B(2,4,2,HARD_CLAY) B(2,4,3,HARD_CLAY) B(2,5,-3,ACACIA_FENCE) B(2,5,-2,STAINED_CLAY:1) B(2,5,-1,STAINED_CLAY:1) B(2,5,1,STAINED_CLAY:1) B(2,5,2,STAINED_CLAY:1) B(2,5,3,ACACIA_FENCE) B(2,6,-3,AIR) B(2,6,-2,STAINED_CLAY:1) B(2,6,-1,STAINED_CLAY:1) B(2,6,1,STAINED_CLAY:1) B(2,6,2,STAINED_CLAY:1) B(2,6,3,AIR) B(2,7,-3,AIR) B(2,7,-2,STAINED_CLAY:1) B(2,7,-1,STAINED_CLAY:1) B(2,7,0,STAINED_CLAY:1) B(2,7,1,STAINED_CLAY:1) B(2,7,2,STAINED_CLAY:1) B(2,7,3,AIR) B(2,8,-3,STONE_SLAB2) B(2,8,-2,RED_SANDSTONE) B(2,8,-1,RED_SANDSTONE) B(2,8,0,RED_SANDSTONE) B(2,8,1,RED_SANDSTONE) B(2,8,2,RED_SANDSTONE) B(2,8,3,STONE_SLAB2) B(3,-12,-3,STAINED_CLAY:1) B(3,-12,0,STAINED_CLAY:1) B(3,-12,3,STAINED_CLAY:1) B(3,-11,-3,STAINED_CLAY:1) B(3,-11,0,STAINED_CLAY:1) B(3,-11,3,STAINED_CLAY:1) B(3,-10,-3,STAINED_CLAY:1) B(3,-10,0,STAINED_CLAY:1) B(3,-10,3,STAINED_CLAY:1) B(3,-9,-3,STAINED_CLAY:1) B(3,-9,0,STAINED_CLAY:1) B(3,-9,3,STAINED_CLAY:1) B(3,-8,-3,STAINED_CLAY:1) B(3,-8,0,STAINED_CLAY:1) B(3,-8,3,STAINED_CLAY:1) B(3,-7,-3,STAINED_CLAY:1) B(3,-7,0,STAINED_CLAY:1) B(3,-7,3,STAINED_CLAY:1) B(3,-6,-3,STAINED_CLAY:1) B(3,-6,0,STAINED_CLAY:1) B(3,-6,3,STAINED_CLAY:1) B(3,-5,-3,STAINED_CLAY:1) B(3,-5,0,STAINED_CLAY:1) B(3,-5,3,STAINED_CLAY:1) B(3,-4,-3,STAINED_CLAY:1) B(3,-4,0,STAINED_CLAY:1) B(3,-4,3,STAINED_CLAY:1) B(3,-3,-3,STAINED_CLAY:1) B(3,-3,0,STAINED_CLAY:1) B(3,-3,3,STAINED_CLAY:1) B(3,-2,-3,STAINED_CLAY:1) B(3,-2,0,STAINED_CLAY:1) B(3,-2,3,STAINED_CLAY:1) B(3,-1,-3,STAINED_CLAY:1) B(3,-1,0,STAINED_CLAY:1) B(3,-1,3,STAINED_CLAY:1) B(3,0,-3,STAINED_CLAY:1) B(3,0,0,STAINED_CLAY:1) B(3,0,3,STAINED_CLAY:1) B(3,1,-3,STAINED_CLAY:1) B(3,1,0,STAINED_CLAY:1) B(3,1,3,STAINED_CLAY:1) B(3,2,-3,STAINED_CLAY:1) B(3,2,0,STAINED_CLAY:1) B(3,2,3,STAINED_CLAY:1) B(3,3,-3,RED_SANDSTONE:2) B(3,3,-2,RED_SANDSTONE:2) B(3,3,-1,RED_SANDSTONE:2) B(3,3,0,RED_SANDSTONE:2) B(3,3,1,RED_SANDSTONE:2) B(3,3,2,RED_SANDSTONE:2) B(3,3,3,RED_SANDSTONE:2) B(3,4,-3,HARD_CLAY) B(3,4,-2,HARD_CLAY) B(3,4,-1,HARD_CLAY) B(3,4,0,HARD_CLAY) B(3,4,1,HARD_CLAY) B(3,4,2,HARD_CLAY) B(3,4,3,HARD_CLAY) B(3,5,-3,ACACIA_FENCE) B(3,5,-2,ACACIA_FENCE) B(3,5,-1,ACACIA_FENCE) B(3,5,0,AIR) B(3,5,1,ACACIA_FENCE) B(3,5,2,ACACIA_FENCE) B(3,5,3,ACACIA_FENCE) B(3,6,-3,ACACIA_FENCE) B(3,6,-2,AIR) B(3,6,-1,ACACIA_FENCE) B(3,6,0,AIR) B(3,6,1,ACACIA_FENCE) B(3,6,2,AIR) B(3,6,3,ACACIA_FENCE) B(3,7,-3,ACACIA_FENCE) B(3,7,-2,AIR) B(3,7,-1,ACACIA_FENCE) B(3,7,0,AIR) B(3,7,1,ACACIA_FENCE) B(3,7,2,AIR) B(3,7,3,ACACIA_FENCE) B(3,8,-3,STONE_SLAB2) B(3,8,-2,STONE_SLAB2) B(3,8,-1,STONE_SLAB2) B(3,8,0,STONE_SLAB2) B(3,8,1,STONE_SLAB2) B(3,8,2,STONE_SLAB2) B(3,8,3,STONE_SLAB2) B(4,0,0,LADDER:5) B(4,1,0,LADDER:5) B(4,2,0,LADDER:5) B(4,3,0,LADDER:5) B(4,4,0,LADDER: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) 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,-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. # 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