####################################################################### # +-----------------------------------------------------------------+ # # | 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: 5.0 # 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: highestBlock # The height limits for the BO3. MinHeight: 0 MaxHeight: 63 # 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 block(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: # Block(x,y,z,id[.data][,nbtfile.nbt) # RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]]) # So RandomBlock(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. Block(-3,3,-5,SPRUCE_WOOD_STAIRS:2) Block(-3,3,-4,SPRUCE_WOOD_STAIRS:0) Block(-3,3,-3,SPRUCE_WOOD_STAIRS:0) Block(-3,3,-2,SPRUCE_WOOD_STAIRS:0) Block(-3,3,-1,SPRUCE_WOOD_STAIRS:0) Block(-3,3,0,SPRUCE_WOOD_STAIRS:0) Block(-3,3,1,SPRUCE_WOOD_STAIRS:0) Block(-3,3,2,SPRUCE_WOOD_STAIRS:3) Block(-2,-6,-4,LOG) Block(-2,-6,1,LOG) Block(-2,-5,-4,LOG) Block(-2,-5,1,LOG) Block(-2,-4,-4,LOG) Block(-2,-4,1,LOG) Block(-2,-3,-4,LOG) Block(-2,-3,1,LOG) Block(-2,-2,-4,LOG) Block(-2,-2,1,LOG) Block(-2,-1,-4,LOG) Block(-2,-1,1,LOG) Block(-2,0,-4,LOG) Block(-2,0,-3,WOOD:1) Block(-2,0,-2,WOOD:1) Block(-2,0,-1,WOOD:1) Block(-2,0,0,WOOD:1) Block(-2,0,1,LOG) Block(-2,0,2,WOOD:1) Block(-2,1,-4,LOG) Block(-2,1,-3,WOOD:1) Block(-2,1,-2,WOOD:1) Block(-2,1,-1,WOOD:1) Block(-2,1,0,WOOD:1) Block(-2,1,1,LOG) Block(-2,1,2,FENCE) Block(-2,2,-4,LOG) Block(-2,2,-3,WOOD:1) RandomBlock(-2,2,-2,FLOWER_POT,../../nbt/Misc/FlowerPot1.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot2.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot3.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot81.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot4.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot5.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot6.nbt,50) Block(-2,2,0,WOOD:1) Block(-2,2,1,LOG) Block(-2,3,-5,SPRUCE_WOOD_STAIRS:2) Block(-2,3,-4,WOOD:1) Block(-2,3,-3,WOOD:1) Block(-2,3,-2,WOOD:1) Block(-2,3,-1,WOOD:1) Block(-2,3,0,WOOD:1) Block(-2,3,1,WOOD:1) Block(-2,3,2,SPRUCE_WOOD_STAIRS:3) Block(-1,0,-4,WOOD:1) Block(-1,0,-3,WOOD:1) Block(-1,0,-2,WOOD:1) Block(-1,0,-1,WOOD:1) Block(-1,0,0,WOOD:1) Block(-1,0,1,WOOD:1) Block(-1,0,2,WOOD:1) Block(-1,0,3,WOOD:1) Block(-1,1,-4,WOOD:1) Block(-1,1,1,WOOD:1) Block(-1,2,-4,WOOD:1) Block(-1,2,1,FENCE) Block(-1,3,-5,SPRUCE_WOOD_STAIRS:2) Block(-1,3,-4,WOOD:1) Block(-1,3,-3,WOOD:1) Block(-1,3,-2,WOOD:1) Block(-1,3,-1,WOOD:1) Block(-1,3,0,WOOD:1) Block(-1,3,1,WOOD:1) Block(-1,3,2,SPRUCE_WOOD_STAIRS:3) Block(0,0,-4,WOOD:1) Block(0,0,-3,WOOD:1) Block(0,0,-2,WOOD:1) Block(0,0,-1,WOOD:1) Block(0,0,0,WOOD:1) Block(0,1,0,AIR) Entity(0,1,0,Witch,1,Witch.txt) Block(0,0,1,WOOD:1) Block(0,0,2,WOOD:1) Block(0,0,3,WOOD:1) Block(0,1,-4,WOOD:1) RandomBlock(0,1,-3,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/stronghold_crossing.nbt,100) Block(0,1,1,WOOD:1) Block(0,2,-4,FENCE) Block(0,2,1,WOOD:1) Block(0,3,-5,SPRUCE_WOOD_STAIRS:2) Block(0,3,-4,WOOD:1) Block(0,3,-3,WOOD:1) Block(0,3,-2,WOOD:1) Block(0,3,-1,WOOD:1) Block(0,3,0,WOOD:1) Block(0,3,1,WOOD:1) Block(0,3,2,SPRUCE_WOOD_STAIRS:3) Block(1,0,-4,WOOD:1) Block(1,0,-3,WOOD:1) Block(1,0,-2,WOOD:1) Block(1,0,-1,WOOD:1) Block(1,0,0,WOOD:1) Block(1,0,1,WOOD:1) Block(1,0,2,WOOD:1) Block(1,0,3,WOOD:1) Block(1,1,-4,WOOD:1) Block(1,1,-3,CAULDRON:3) Block(1,2,-4,WOOD:1) Block(1,3,-5,SPRUCE_WOOD_STAIRS:2) Block(1,3,-4,WOOD:1) Block(1,3,-3,WOOD:1) Block(1,3,-2,WOOD:1) Block(1,3,-1,WOOD:1) Block(1,3,0,WOOD:1) Block(1,3,1,WOOD:1) Block(1,3,2,SPRUCE_WOOD_STAIRS:3) Block(2,-6,-4,LOG) Block(2,-6,1,LOG) Block(2,-5,-4,LOG) Block(2,-5,1,LOG) Block(2,-4,-4,LOG) Block(2,-4,1,LOG) Block(2,-3,-4,LOG) Block(2,-3,1,LOG) Block(2,-2,-4,LOG) Block(2,-2,1,LOG) Block(2,-1,-4,LOG) Block(2,-1,1,LOG) Block(2,0,-4,LOG) Block(2,0,-3,WOOD:1) Block(2,0,-2,WOOD:1) Block(2,0,-1,WOOD:1) Block(2,0,0,WOOD:1) Block(2,0,1,LOG) Block(2,0,2,WOOD:1) Block(2,1,-4,LOG) Block(2,1,-3,WOOD:1) Block(2,1,-2,WOOD:1) Block(2,1,-1,WOOD:1) Block(2,1,0,WOOD:1) Block(2,1,1,LOG) Block(2,1,2,FENCE) Block(2,2,-4,LOG) Block(2,2,-3,WOOD:1) Block(2,2,0,WOOD:1) Block(2,2,1,LOG) Block(2,3,-5,SPRUCE_WOOD_STAIRS:2) Block(2,3,-4,WOOD:1) Block(2,3,-3,WOOD:1) Block(2,3,-2,WOOD:1) Block(2,3,-1,WOOD:1) Block(2,3,0,WOOD:1) Block(2,3,1,WOOD:1) Block(2,3,2,SPRUCE_WOOD_STAIRS:3) Block(3,3,-5,SPRUCE_WOOD_STAIRS:2) Block(3,3,-4,SPRUCE_WOOD_STAIRS:1) Block(3,3,-3,SPRUCE_WOOD_STAIRS:1) Block(3,3,-2,SPRUCE_WOOD_STAIRS:1) Block(3,3,-1,SPRUCE_WOOD_STAIRS:1) Block(3,3,0,SPRUCE_WOOD_STAIRS:1) Block(3,3,1,SPRUCE_WOOD_STAIRS:1) Block(3,3,2,SPRUCE_WOOD_STAIRS:3) ####################################################################### # +-----------------------------------------------------------------+ # # | 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(0,0,0,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. # WeightedBranch(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 WeightedBranch(0,0,8,VikingShip1,NORTH,33,VikingShip2,NORTH,33,VikingShip3,NORTH,34,100)