####################################################################### # +-----------------------------------------------------------------+ # # | 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: Plain Bridge piece # 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: 100.0 # If you set this to true, the BO3 will be placed with a random rotation. RotateRandomly: false # The spawn height of the BO3 - atMinY, randomY, highestBlock or highestSolidBlock. SpawnHeight: randomY # 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: 0 # When in randomY mode used as the maximum Y to spawn this BO3 at. MaxHeight: 256 ###################### # 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: 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. # 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(-2,-19,4,SMOOTH_BRICK) B(-2,-18,4,SMOOTH_BRICK) B(-2,-17,4,SMOOTH_BRICK) B(-2,-16,4,SMOOTH_BRICK) B(-2,-15,4,SMOOTH_BRICK) B(-2,-14,4,SMOOTH_BRICK) B(-2,-13,4,SMOOTH_BRICK) B(-2,-12,4,SMOOTH_BRICK) B(-2,-11,4,SMOOTH_BRICK) B(-2,-10,4,SMOOTH_BRICK) B(-2,-9,4,SMOOTH_BRICK) B(-2,-8,4,SMOOTH_BRICK) B(-2,-7,4,SMOOTH_BRICK) B(-2,-6,4,SMOOTH_BRICK) B(-2,-5,4,SMOOTH_BRICK) B(-2,-4,4,SMOOTH_BRICK) B(-2,-3,4,SMOOTH_BRICK) B(-2,-2,3,SMOOTH_BRICK) B(-2,-2,4,SMOOTH_BRICK) B(-2,-1,0,SMOOTH_BRICK) B(-2,-1,2,SMOOTH_BRICK) B(-2,-1,3,SMOOTH_BRICK) B(-2,-1,4,SMOOTH_BRICK) B(-2,0,0,SMOOTH_BRICK) B(-2,0,1,SMOOTH_BRICK:3) B(-2,0,2,SMOOTH_BRICK) B(-2,0,3,SMOOTH_BRICK) B(-2,0,4,SMOOTH_BRICK) B(-2,1,1,STEP:5) B(-2,1,4,SMOOTH_BRICK) B(-2,2,4,STEP) B(-1,-19,4,SMOOTH_BRICK) B(-1,-18,4,SMOOTH_BRICK) B(-1,-17,4,SMOOTH_BRICK) B(-1,-16,4,SMOOTH_BRICK) B(-1,-15,4,SMOOTH_BRICK) B(-1,-14,4,SMOOTH_BRICK) B(-1,-13,4,SMOOTH_BRICK) B(-1,-12,4,SMOOTH_BRICK) B(-1,-11,4,SMOOTH_BRICK) B(-1,-10,4,SMOOTH_BRICK) B(-1,-9,4,SMOOTH_BRICK) B(-1,-8,4,SMOOTH_BRICK) B(-1,-7,4,SMOOTH_BRICK) B(-1,-6,4,SMOOTH_BRICK) B(-1,-5,4,SMOOTH_BRICK) B(-1,-4,4,SMOOTH_BRICK) B(-1,-3,4,SMOOTH_BRICK) B(-1,-2,4,SMOOTH_BRICK) B(-1,-1,4,SMOOTH_BRICK) B(-1,0,0,SMOOTH_BRICK) B(-1,0,1,SMOOTH_BRICK) B(-1,0,2,SMOOTH_BRICK) B(-1,0,3,SMOOTH_BRICK) B(-1,0,4,SMOOTH_BRICK) B(0,-19,4,SMOOTH_BRICK) B(0,-18,4,SMOOTH_BRICK) B(0,-17,4,SMOOTH_BRICK) B(0,-16,4,SMOOTH_BRICK) B(0,-15,4,SMOOTH_BRICK) B(0,-14,4,SMOOTH_BRICK) B(0,-13,4,SMOOTH_BRICK) B(0,-12,4,SMOOTH_BRICK) B(0,-11,4,SMOOTH_BRICK) B(0,-10,4,SMOOTH_BRICK) B(0,-9,4,SMOOTH_BRICK) B(0,-8,4,SMOOTH_BRICK) B(0,-7,4,SMOOTH_BRICK) B(0,-6,4,SMOOTH_BRICK) B(0,-5,4,SMOOTH_BRICK) B(0,-4,4,SMOOTH_BRICK) B(0,-3,4,SMOOTH_BRICK) B(0,-2,4,SMOOTH_BRICK) B(0,-1,4,SMOOTH_BRICK) B(0,0,0,STONE:6) B(0,0,1,STONE:6) B(0,0,2,STONE:6) B(0,0,3,SMOOTH_BRICK) B(0,0,4,STONE:6) B(1,-19,4,SMOOTH_BRICK) B(1,-18,4,SMOOTH_BRICK) B(1,-17,4,SMOOTH_BRICK) B(1,-16,4,SMOOTH_BRICK) B(1,-15,4,SMOOTH_BRICK) B(1,-14,4,SMOOTH_BRICK) B(1,-13,4,SMOOTH_BRICK) B(1,-12,4,SMOOTH_BRICK) B(1,-11,4,SMOOTH_BRICK) B(1,-10,4,SMOOTH_BRICK) B(1,-9,4,SMOOTH_BRICK) B(1,-8,4,SMOOTH_BRICK) B(1,-7,4,SMOOTH_BRICK) B(1,-6,4,SMOOTH_BRICK) B(1,-5,4,SMOOTH_BRICK) B(1,-4,4,SMOOTH_BRICK) B(1,-3,4,SMOOTH_BRICK) B(1,-2,4,SMOOTH_BRICK) B(1,-1,4,SMOOTH_BRICK) B(1,0,0,SMOOTH_BRICK) B(1,0,1,SMOOTH_BRICK) B(1,0,2,SMOOTH_BRICK) B(1,0,3,SMOOTH_BRICK) B(1,0,4,SMOOTH_BRICK) B(2,-19,4,SMOOTH_BRICK) B(2,-18,4,SMOOTH_BRICK) B(2,-17,4,SMOOTH_BRICK) B(2,-16,4,SMOOTH_BRICK) B(2,-15,4,SMOOTH_BRICK) B(2,-14,4,SMOOTH_BRICK) B(2,-13,4,SMOOTH_BRICK) B(2,-12,4,SMOOTH_BRICK) B(2,-11,4,SMOOTH_BRICK) B(2,-10,4,SMOOTH_BRICK) B(2,-9,4,SMOOTH_BRICK) B(2,-8,4,SMOOTH_BRICK) B(2,-7,4,SMOOTH_BRICK) B(2,-6,4,SMOOTH_BRICK) B(2,-5,4,SMOOTH_BRICK) B(2,-4,4,SMOOTH_BRICK) B(2,-3,4,SMOOTH_BRICK) B(2,-2,3,SMOOTH_BRICK) B(2,-2,4,SMOOTH_BRICK) B(2,-1,0,SMOOTH_BRICK) B(2,-1,2,SMOOTH_BRICK) B(2,-1,3,SMOOTH_BRICK) B(2,-1,4,SMOOTH_BRICK) B(2,0,0,SMOOTH_BRICK) B(2,0,1,SMOOTH_BRICK:3) B(2,0,2,SMOOTH_BRICK) B(2,0,3,SMOOTH_BRICK) B(2,0,4,SMOOTH_BRICK) B(2,1,1,STEP:5) B(2,1,4,SMOOTH_BRICK) B(2,2,4,STEP) ####################################################################### # +-----------------------------------------------------------------+ # # | 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,AIR) 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. # 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 Branch(0,0,5,FortressS6-1Copy,NORTH,15,FortressN7-1,NORTH,50,FortressN7-1Copy,NORTH,100,100)