####################################################################### # +-----------------------------------------------------------------+ # # | 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: 0.5 # 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: 63 MaxHeight: 71 # 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: 100 # 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(-4,3,1,WOOD_STEP) B(-4,3,2,WOOD_STEP) B(-4,3,3,WOOD_STAIRS:4) B(-4,4,-3,WOOD_STAIRS:4) B(-4,4,-2,WOOD_STEP) B(-4,4,-1,WOOD_STEP) B(-4,4,0,WOOD_STAIRS:4) B(-4,4,1,LOG:9) B(-4,4,2,LOG:9) B(-4,4,3,LOG) B(-4,5,-3,LOG) B(-4,5,-2,WOOD:5) B(-4,5,-1,WOOD:5) B(-4,5,0,LOG) B(-4,5,3,LOG) B(-4,6,-1,FENCE) B(-4,6,0,LOG) B(-4,7,-1,LOG:9) B(-4,7,0,LOG) B(-4,8,0,LOG) B(-3,0,-4,FENCE) B(-3,0,-3,FENCE) B(-3,0,1,FENCE) B(-3,0,3,FENCE) B(-3,1,-4,FENCE) B(-3,1,-3,FENCE) B(-3,1,1,FENCE) B(-3,1,3,FENCE) B(-3,2,-4,FENCE) B(-3,2,-3,FENCE) B(-3,2,1,FENCE) B(-3,2,3,FENCE) B(-3,3,-4,WOOD_STAIRS:6) B(-3,3,-3,FENCE) B(-3,3,-2,FENCE) B(-3,3,-1,FENCE) B(-3,3,0,FENCE) B(-3,3,1,FENCE) B(-3,3,2,FENCE) B(-3,3,3,FENCE) B(-3,3,4,WOOD_STAIRS:7) B(-3,3,5,WOOD_STEP:9) B(-3,4,-4,LOG) B(-3,4,-3,FENCE) B(-3,4,-2,WOOD_STAIRS:1) B(-3,4,-1,WOOD:1) B(-3,4,0,FENCE) B(-3,4,1,FENCE) B(-3,4,2,WOOD:1) B(-3,4,3,FENCE) B(-3,4,4,LOG) B(-3,5,-3,WOOD:5) B(-3,5,0,WOOD:5) B(-3,5,1,WOOD:1) B(-3,5,2,WOOD_STAIRS:5) B(-3,5,3,WOOD:5) B(-3,6,-3,WOOD:1) B(-3,6,0,WOOD:1) B(-3,6,3,WOOD:1) B(-3,7,-3,WOOD_STAIRS:7) B(-3,7,3,WOOD_STAIRS:5) B(-2,0,3,FENCE) B(-2,1,3,FENCE) B(-2,2,3,FENCE) B(-2,3,-4,WOOD_STEP) B(-2,3,-3,FENCE) B(-2,3,-2,WOOD_STEP:1) B(-2,3,-1,WOOD:1) B(-2,3,0,WOOD:1) B(-2,3,1,WOOD:1) B(-2,3,2,WOOD:1) B(-2,3,3,FENCE) B(-2,3,4,WOOD_STEP) B(-2,3,5,WOOD_STEP:9) B(-2,4,-5,WOOD_STEP:9) B(-2,4,-4,WOOD:5) B(-2,4,-3,WOOD:1) B(-2,4,3,WOOD:1) B(-2,4,4,WOOD:5) B(-2,5,-4,WOOD:5) B(-2,5,-3,WOOD_STAIRS:7) B(-2,5,3,WOOD_STEP:9) B(-2,5,4,WOOD_STEP) B(-2,6,4,WOOD_STEP:1) B(-1,3,-4,WOOD_STEP) B(-1,3,-3,FENCE) B(-1,3,-2,WOOD_STAIRS:0) B(-1,3,-1,WOOD:1) B(-1,3,1,WOOD:1) B(-1,3,2,WOOD:1) B(-1,3,3,FENCE) B(-1,3,4,WOOD_STEP) B(-1,3,5,WOOD_STEP:9) B(-1,4,-5,WOOD_STEP:9) B(-1,4,-4,WOOD:5) B(-1,4,-3,WOOD:1) B(-1,4,3,WOOD:1) B(-1,4,4,WOOD:5) B(-1,5,-4,WOOD:5) B(-1,5,-3,WOOD_STAIRS:7) B(-1,5,3,WOOD_STEP:9) B(-1,5,4,WOOD_STEP) RB(-1,6,-3,FLOWER_POT,../../nbt/Misc/FlowerPot1.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot2.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot3.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot8.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot4.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot5.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot6.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot7.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot8.nbt,100) B(-1,6,4,WOOD_STEP:1) B(0,0,-4,FENCE) B(0,0,3,FENCE) B(0,1,-4,FENCE) B(0,1,3,FENCE) B(0,2,-4,FENCE) B(0,2,3,FENCE) B(0,3,-4,FENCE) B(0,3,-3,FENCE) B(0,3,-2,VINE) B(0,3,-1,LOG:9) B(0,3,1,LOG:9) B(0,3,2,LOG:9) B(0,3,3,FENCE) B(0,3,4,FENCE) B(0,3,5,WOOD_STEP:9) B(0,4,-4,WOOD_STAIRS:6) B(0,4,-3,FENCE) B(0,4,-2,LOG:9) B(0,4,2,FENCE) B(0,4,3,FENCE) B(0,4,4,WOOD:5) B(0,5,-4,LOG) B(0,5,-3,WOOD:5) B(0,5,2,FENCE) B(0,5,3,LOG:9) B(0,5,4,LOG) B(0,6,-4,LOG) B(0,6,-3,LOG:9) B(0,6,2,FENCE) B(0,6,3,FENCE) B(0,6,4,LOG) B(0,7,-4,WOOD_STEP:1) B(0,7,-3,WOOD_STAIRS:5) B(0,7,3,WOOD_STEP:9) B(0,7,4,LOG) B(0,8,4,WOOD_STEP:1) B(1,3,-4,WOOD_STEP) B(1,3,-3,FENCE) B(1,3,-1,WOOD:1) B(1,3,3,FENCE) B(1,3,4,WOOD_STEP) B(1,3,5,WOOD_STEP:9) B(1,4,-4,WOOD:5) B(1,4,-3,WOOD:1) B(1,4,3,WOOD:1) B(1,4,4,WOOD:5) B(1,5,-5,WOOD_STEP:9) B(1,5,-4,WOOD:5) B(1,5,-3,WOOD_STEP:9) RB(1,5,3,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/abandoned_mineshaft.nbt,30,CHEST,../../nbt/VanillaLoot/stronghold_library.nbt,100) B(1,5,4,WOOD:5) B(1,6,-4,WOOD_STEP:1) B(1,6,3,WOOD_STEP:9) B(1,6,4,WOOD_STEP:1) B(2,3,-4,WOOD_STEP) B(2,3,-3,FENCE) B(2,3,-2,WOOD:1) B(2,3,-1,WOOD:1) B(2,3,1,WOOD:1) B(2,3,2,WOOD:1) B(2,3,3,FENCE) B(2,3,4,WOOD_STEP) B(2,3,5,WOOD_STEP:9) B(2,4,-4,WOOD:5) B(2,4,-3,WOOD:1) B(2,4,3,WOOD:1) B(2,4,4,WOOD:5) B(2,5,-5,WOOD_STEP:9) B(2,5,-4,WOOD:5) B(2,5,-3,WOOD_STEP:9) B(2,5,4,WOOD:5) B(2,6,-4,WOOD_STEP:1) B(2,6,4,WOOD_STEP:1) B(3,0,-3,FENCE) B(3,0,3,FENCE) B(3,1,-3,FENCE) B(3,1,3,FENCE) B(3,2,-3,FENCE) B(3,2,3,FENCE) B(3,3,-3,FENCE) B(3,3,3,FENCE) B(3,4,-4,WOOD_STAIRS:6) B(3,4,-3,WOOD:5) B(3,4,-2,FENCE) B(3,4,-1,FENCE) B(3,4,0,WOOD:5) B(3,4,1,FENCE) B(3,4,3,FENCE) B(3,5,-5,WOOD_STEP:9) B(3,5,-4,LOG) B(3,5,-3,WOOD:1) B(3,5,-2,WOOD:1) B(3,5,-1,WOOD:1) B(3,5,0,WOOD:1) B(3,5,1,WOOD:1) B(3,5,2,FENCE) B(3,5,3,WOOD:5) B(3,5,4,WOOD_STAIRS:7) B(3,5,5,WOOD_STEP:9) B(3,6,-4,LOG) B(3,6,-3,COBBLESTONE_STAIRS:7) B(3,6,-2,WOOD_STAIRS:2) B(3,6,-1,CAULDRON) B(3,6,0,WOOD_STAIRS:7) B(3,6,1,WOOD_STEP:9) B(3,6,2,WOOD:1) B(3,6,3,WOOD:1) B(3,6,4,LOG) B(3,7,-4,WOOD_STEP:1) RB(3,7,-3,FURNACE:2,../../nbt/Misc/Furnace.nbt,30,FURNACE:2,../../nbt/Misc/Furnace2.nbt,30,FURNACE:2,../../nbt/Misc/Furnace3.nbt,100) B(3,7,3,WOOD_STAIRS:6) B(3,7,4,LOG) B(3,8,-4,COBBLE_WALL:1) B(3,8,-3,COBBLESTONE) B(3,8,4,WOOD_STEP:1) B(3,9,-3,MOSSY_COBBLESTONE) B(4,0,3,FENCE) B(4,1,3,FENCE) B(4,2,3,FENCE) B(4,4,-4,FENCE) B(4,4,-3,WOOD:5) B(4,4,-1,WOOD_DOUBLE_STEP) B(4,4,0,WOOD_STAIRS:5) B(4,4,1,WOOD_DOUBLE_STEP) B(4,5,-5,WOOD_STEP:9) B(4,5,-4,WOOD_STEP:1) B(4,5,-3,LOG) B(4,5,-2,WOOD_STEP) B(4,5,-1,WOOD:5) B(4,5,0,LOG) B(4,5,3,WOOD_STAIRS:5) B(4,5,4,FENCE) B(4,5,5,WOOD_STEP:9) B(4,6,-3,LOG) B(4,6,-2,WOOD:5) B(4,6,-1,FENCE) B(4,6,2,WOOD_STEP) B(4,6,3,LOG) B(4,6,4,WOOD_STEP:1) B(4,7,-3,LOG) B(4,7,-2,FENCE) B(4,7,2,WOOD:5) B(4,7,3,LOG) B(4,8,-3,LOG:9) B(4,8,-2,LOG:9) B(4,8,2,FENCE) B(4,9,-2,WOOD_STAIRS:2) B(5,5,-5,WOOD_STEP:9) B(5,5,-3,WOOD_STEP:9) B(5,5,5,WOOD_STEP: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 \nBlockCheck(0,-1,0,GRASS,GRAVEL,DIRT) ####################################################################### # +-----------------------------------------------------------------+ # # | 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