####################################################################### # +-----------------------------------------------------------------+ # # | 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(-5,4,0,FENCE) Block(-5,4,1,FENCE) Block(-5,4,2,FENCE) Block(-5,4,3,FENCE) Block(-5,5,-5,WOOD_STEP:9) Block(-5,5,0,VINE:8) Block(-5,5,5,WOOD_STEP:9) Block(-5,6,-4,WOOD_STEP:1) Block(-5,6,-3,WOOD_STEP:9) Block(-5,6,0,VINE:8) Block(-5,6,1,VINE:8) Block(-5,6,3,WOOD_STEP:9) Block(-5,6,4,WOOD_STEP:1) Block(-5,7,-2,SPRUCE_WOOD_STAIRS:2) Block(-5,7,0,VINE:8) Block(-5,7,2,SPRUCE_WOOD_STAIRS:3) Block(-5,8,-1,SPRUCE_WOOD_STAIRS:2) Block(-5,8,0,VINE:8) Block(-5,8,1,SPRUCE_WOOD_STAIRS:3) Block(-5,9,0,WOOD_STEP:1) Block(-4,1,-3,VINE:8) Block(-4,1,1,VINE:8) Block(-4,1,4,VINE:4) Block(-4,2,-3,VINE:8) Block(-4,2,1,VINE:8) Block(-4,2,4,VINE:4) Block(-4,3,-3,DARK_OAK_STAIRS:4) Block(-4,3,-2,WOOD_STEP:13) Block(-4,3,-1,WOOD_STEP:13) Block(-4,3,0,DARK_OAK_STAIRS:4) Block(-4,3,1,WOOD_STEP:13) Block(-4,3,2,WOOD_STEP:13) Block(-4,3,3,DARK_OAK_STAIRS:4) Block(-4,3,4,VINE:4) Block(-4,4,-3,LOG_2:1) Block(-4,4,-2,WOOD:5) Block(-4,4,-1,WOOD:5) Block(-4,4,0,LOG_2:1) Block(-4,4,1,VINE:4) Block(-4,4,2,VINE:1) Block(-4,4,3,LOG_2:1) Block(-4,4,4,VINE:4) Block(-4,5,-5,WOOD_STEP:9) Block(-4,5,-4,FENCE) Block(-4,5,-3,LOG_2:1) Block(-4,5,-2,FENCE) Block(-4,5,-1,FENCE) Block(-4,5,0,LOG_2:1) Block(-4,5,1,VINE:4) Block(-4,5,2,VINE:1) Block(-4,5,3,LOG_2:1) Block(-4,5,4,FENCE) Block(-4,5,5,WOOD_STEP:9) Block(-4,6,-4,WOOD_STEP:1) Block(-4,6,-3,LOG_2:9) Block(-4,6,-2,LOG_2:9) Block(-4,6,-1,LOG_2:9) Block(-4,6,0,LOG_2:1) Block(-4,6,1,LOG_2:9) Block(-4,6,2,LOG_2:9) Block(-4,6,3,LOG_2:9) Block(-4,6,4,WOOD_STEP:1) Block(-4,7,-2,SPRUCE_WOOD_STAIRS:2) Block(-4,7,-1,WOOD:5) Block(-4,7,0,LOG_2:1) Block(-4,7,1,WOOD:5) Block(-4,7,2,SPRUCE_WOOD_STAIRS:3) Block(-4,8,-2,VINE:1) Block(-4,8,-1,LOG_2:9) Block(-4,8,0,LOG_2:1) Block(-4,8,1,LOG_2:9) Block(-4,8,2,VINE:4) Block(-4,9,0,LOG_2:1) Block(-3,-4,-3,LOG_2:1) Block(-3,-4,3,LOG_2:1) Block(-3,-3,-3,LOG_2:1) Block(-3,-3,3,LOG_2:1) Block(-3,-2,-3,LOG_2:1) Block(-3,-2,3,LOG_2:1) Block(-3,-1,-3,LOG_2:1) Block(-3,-1,3,LOG_2:1) Block(-3,0,-3,LOG_2:1) Block(-3,0,3,LOG_2:1) Block(-3,1,-3,LOG_2:1) Block(-3,1,3,LOG_2:1) Block(-3,2,-3,WOOD:5) Block(-3,2,-2,LOG_2:1) Block(-3,2,-1,LOG_2:1) Block(-3,2,0,WOOD:5) Block(-3,2,1,LOG_2:1) Block(-3,2,2,LOG_2:1) Block(-3,2,3,WOOD:5) Block(-3,3,-4,DARK_OAK_STAIRS:6) Block(-3,3,-3,WOOD:1) Block(-3,3,-2,SPRUCE_WOOD_STAIRS:1) Block(-3,3,-1,WOOD:1) Block(-3,3,0,WOOD:1) Block(-3,3,1,WOOD:1) Block(-3,3,2,WOOD:1) Block(-3,3,3,WOOD:1) Block(-3,3,4,DARK_OAK_STAIRS:7) Block(-3,4,-4,LOG_2:1) Block(-3,4,-3,SPRUCE_WOOD_STAIRS:7) Block(-3,4,0,VINE:2) Block(-3,4,2,DARK_OAK_STAIRS:5) Block(-3,4,3,DARK_OAK_STAIRS:5) Block(-3,4,4,LOG_2:1) Block(-3,5,-5,WOOD_STEP:9) Block(-3,5,-4,LOG_2:1) Block(-3,5,0,VINE:2) Block(-3,5,2,WOOD:5) Block(-3,5,3,WOOD:5) Block(-3,5,4,LOG_2:1) Block(-3,5,5,WOOD_STEP:9) Block(-3,6,-4,WOOD_STEP:1) Block(-3,6,-3,WOOD_STEP:9) Block(-3,6,-1,FENCE) Block(-3,6,0,VINE:2) Block(-3,6,2,WOOD:1) Block(-3,6,3,WOOD_DOUBLE_STEP:1) Block(-3,6,4,WOOD_STEP:1) Block(-3,7,-2,SPRUCE_WOOD_STAIRS:2) Block(-3,7,-1,SPRUCE_WOOD_STAIRS:7) Block(-3,7,1,SPRUCE_WOOD_STAIRS:6) Block(-3,7,2,SPRUCE_WOOD_STAIRS:3) Block(-3,8,-1,SPRUCE_WOOD_STAIRS:2) Block(-3,8,0,WOOD_STEP:9) Block(-3,8,1,SPRUCE_WOOD_STAIRS:3) Block(-3,9,0,WOOD_STEP:1) Block(-2,2,-3,LOG_2:1) Block(-2,2,2,VINE:1) Block(-2,2,3,LOG_2:1) Block(-2,3,-4,WOOD_STEP:13) Block(-2,3,-3,WOOD:1) Block(-2,3,-2,WOOD_STEP:1) Block(-2,3,-1,WOOD:1) Block(-2,3,0,WOOD:1) Block(-2,3,1,WOOD:1) Block(-2,3,2,WOOD:1) Block(-2,3,3,WOOD:1) Block(-2,3,4,WOOD_STEP:13) Block(-2,4,-4,WOOD:5) Block(-2,4,-3,SPRUCE_WOOD_STAIRS:7) Block(-2,4,3,VINE:2) Block(-2,4,4,WOOD:5) Block(-2,5,-5,WOOD_STEP:9) Block(-2,5,-4,WOOD:5) Block(-2,5,3,VINE:2) Block(-2,5,4,WOOD_STEP:13) Block(-2,5,5,WOOD_STEP:9) Block(-2,6,-4,WOOD_STEP:1) Block(-2,6,-3,WOOD_STEP:9) Block(-2,6,-1,FENCE) Block(-2,6,3,WOOD_STEP:9) Block(-2,6,4,WOOD_STEP:1) Block(-2,7,-2,SPRUCE_WOOD_STAIRS:2) Block(-2,7,-1,SPRUCE_WOOD_STAIRS:7) Block(-2,7,1,SPRUCE_WOOD_STAIRS:6) Block(-2,7,2,SPRUCE_WOOD_STAIRS:3) Block(-2,8,-1,SPRUCE_WOOD_STAIRS:2) Block(-2,8,0,WOOD_STEP:9) Block(-2,8,1,SPRUCE_WOOD_STAIRS:3) Block(-2,9,0,WOOD_STEP:1) Block(-1,1,0,LADDER:4) Block(-1,2,-3,LOG_2:1) Block(-1,2,-2,VINE:4) Block(-1,2,0,LADDER:4) Block(-1,2,2,VINE:1) Block(-1,2,3,LOG_2:1) Block(-1,3,-4,WOOD_STEP:13) Block(-1,3,-3,WOOD:1) Block(-1,3,-2,SPRUCE_WOOD_STAIRS:0) Block(-1,3,-1,WOOD:1) Block(-1,3,0,TRAP_DOOR:8) Block(-1,5,0,AIR) Block(-1,4,0,AIR) Entity(-1,4,0,Witch,1,Witch.txt) Block(-1,3,1,WOOD:1) Block(-1,3,2,WOOD:1) Block(-1,3,3,WOOD:1) Block(-1,3,4,WOOD_STEP:13) Block(-1,4,-4,WOOD:5) Block(-1,4,-3,SPRUCE_WOOD_STAIRS:7) Block(-1,4,4,WOOD:5) Block(-1,4,5,VINE:4) Block(-1,5,-5,WOOD_STEP:9) Block(-1,5,-4,WOOD:5) RandomBlock(-1,5,-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/FlowerPot81.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/FlowerPot81.nbt,100) Block(-1,5,4,WOOD_STEP:13) Block(-1,5,5,WOOD_STEP:9) Block(-1,6,-4,WOOD_STEP:1) Block(-1,6,-3,WOOD_STEP:9) Block(-1,6,-1,FENCE) Block(-1,6,3,WOOD_STEP:9) Block(-1,6,4,WOOD_STEP:1) Block(-1,7,-2,SPRUCE_WOOD_STAIRS:2) Block(-1,7,-1,SPRUCE_WOOD_STAIRS:7) Block(-1,7,1,SPRUCE_WOOD_STAIRS:6) Block(-1,7,2,SPRUCE_WOOD_STAIRS:3) Block(-1,8,-1,SPRUCE_WOOD_STAIRS:2) Block(-1,8,0,WOOD_STEP:9) Block(-1,8,1,SPRUCE_WOOD_STAIRS:3) Block(-1,9,0,WOOD_STEP:1) Block(0,-4,-3,LOG_2:1) Block(0,-4,3,LOG_2:1) Block(0,-3,-3,LOG_2:1) Block(0,-3,3,LOG_2:1) Block(0,-2,-3,LOG_2:1) Block(0,-2,3,LOG_2:1) Block(0,-1,-3,LOG_2:1) Block(0,-1,3,LOG_2:1) Block(0,0,-3,LOG_2:1) Block(0,0,3,LOG_2:1) Block(0,1,-4,VINE:1) Block(0,1,-3,LOG_2:1) Block(0,1,-2,VINE:4) Block(0,1,0,WOOD:5) Block(0,1,3,LOG_2:1) Block(0,2,-4,VINE:1) Block(0,2,-3,WOOD:5) Block(0,2,-2,VINE:4) Block(0,2,0,WOOD:5) Block(0,2,2,VINE) Block(0,2,3,WOOD:5) Block(0,3,-4,DARK_OAK_STAIRS:6) Block(0,3,-3,LOG_2:9) Block(0,3,-2,LOG_2:9) Block(0,3,-1,LOG_2:9) Block(0,3,0,LOG_2:9) Block(0,3,1,LOG_2:9) Block(0,3,2,LOG_2:9) Block(0,3,3,LOG_2:9) Block(0,3,4,DARK_OAK_STAIRS:7) Block(0,4,-4,LOG_2:1) Block(0,4,-3,SPRUCE_WOOD_STAIRS:5) Block(0,4,-1,FENCE) Block(0,4,1,FENCE) Block(0,4,2,FENCE) Block(0,4,3,FENCE) Block(0,4,4,LOG_2:1) Block(0,4,5,VINE:4) Block(0,5,-5,WOOD_STEP:9) Block(0,5,-4,LOG_2:1) Block(0,5,-1,FENCE) Block(0,5,1,FENCE) Block(0,5,2,FENCE) Block(0,5,3,FENCE) Block(0,5,4,LOG_2:1) Block(0,5,5,WOOD_STEP:9) Block(0,6,-4,WOOD_STEP:1) Block(0,6,-3,WOOD_STEP:9) Block(0,6,-1,FENCE) Block(0,6,0,FENCE) Block(0,6,1,FENCE) Block(0,6,2,FENCE) Block(0,6,3,WOOD_STEP:9) Block(0,6,4,WOOD_STEP:1) Block(0,7,-2,SPRUCE_WOOD_STAIRS:2) Block(0,7,-1,SPRUCE_WOOD_STAIRS:7) Block(0,7,0,FENCE) Block(0,7,1,SPRUCE_WOOD_STAIRS:6) Block(0,7,2,SPRUCE_WOOD_STAIRS:3) Block(0,8,-1,SPRUCE_WOOD_STAIRS:2) Block(0,8,0,WOOD_STEP:9) Block(0,8,1,SPRUCE_WOOD_STAIRS:3) Block(0,9,0,WOOD_STEP:1) Block(1,2,-4,VINE:1) Block(1,2,-3,LOG_2:1) Block(1,2,2,VINE:1) Block(1,2,3,LOG_2:1) Block(1,3,-4,WOOD_STEP:13) 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,WOOD:1) Block(1,3,3,WOOD:1) Block(1,3,4,WOOD_STEP:13) Block(1,4,-4,WOOD:5) Block(1,4,-3,VINE:4) Block(1,4,4,WOOD:5) Block(1,5,-5,WOOD_STEP:9) Block(1,5,-4,WOOD:5) Block(1,5,-3,VINE:4) Block(1,5,4,WOOD:5) Block(1,5,5,WOOD_STEP:9) Block(1,6,-4,WOOD_STEP:1) Block(1,6,-3,WOOD_STEP:9) Block(1,6,3,WOOD_STEP:9) Block(1,6,4,WOOD_STEP:1) Block(1,7,-2,SPRUCE_WOOD_STAIRS:2) Block(1,7,-1,SPRUCE_WOOD_STAIRS:7) Block(1,7,1,SPRUCE_WOOD_STAIRS:6) Block(1,7,2,SPRUCE_WOOD_STAIRS:3) Block(1,8,-1,SPRUCE_WOOD_STAIRS:2) Block(1,8,0,WOOD_STEP:9) Block(1,8,1,SPRUCE_WOOD_STAIRS:3) Block(1,9,0,WOOD_STEP:1) Block(2,2,-3,LOG_2:1) Block(2,2,-1,VINE:8) Block(2,2,1,VINE:8) Block(2,2,2,VINE:1) Block(2,2,3,LOG_2:1) Block(2,3,-4,WOOD_STEP:13) 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,WOOD:1) Block(2,3,3,WOOD:1) Block(2,3,4,WOOD_STEP:13) Block(2,4,-4,WOOD:5) Block(2,4,-3,VINE:4) Block(2,4,3,AIR) Block(2,4,4,WOOD:5) Block(2,5,-5,WOOD_STEP:9) Block(2,5,-4,WOOD:5) Block(2,5,-3,VINE:4) Block(2,5,3,VINE:1) Block(2,5,4,WOOD:5) Block(2,5,5,WOOD_STEP:9) Block(2,6,-4,WOOD_STEP:1) Block(2,6,-3,WOOD_STEP:9) Block(2,6,3,WOOD_STEP:9) Block(2,6,4,WOOD_STEP:1) Block(2,7,-3,VINE:8) Block(2,7,-2,SPRUCE_WOOD_STAIRS:2) Block(2,7,-1,SPRUCE_WOOD_STAIRS:7) Block(2,7,1,SPRUCE_WOOD_STAIRS:6) Block(2,7,2,SPRUCE_WOOD_STAIRS:3) Block(2,8,-3,VINE:8) Block(2,8,-1,SPRUCE_WOOD_STAIRS:2) Block(2,8,0,WOOD_STEP:9) Block(2,8,1,SPRUCE_WOOD_STAIRS:3) Block(2,9,0,WOOD_STEP:1) Block(3,-4,-3,LOG_2:1) Block(3,-4,3,LOG_2:1) Block(3,-3,-3,LOG_2:1) Block(3,-3,3,LOG_2:1) Block(3,-2,-3,LOG_2:1) Block(3,-2,3,LOG_2:1) Block(3,-1,-3,LOG_2:1) Block(3,-1,3,LOG_2:1) Block(3,0,-3,LOG_2:1) Block(3,0,3,LOG_2:1) Block(3,1,-3,LOG_2:1) Block(3,1,3,LOG_2:1) Block(3,2,-3,WOOD:5) Block(3,2,-2,LOG_2:1) Block(3,2,-1,LOG_2:1) Block(3,2,0,WOOD:5) Block(3,2,1,LOG_2:1) Block(3,2,2,LOG_2:1) Block(3,2,3,WOOD:5) Block(3,3,-4,DARK_OAK_STAIRS:6) Block(3,3,-3,WOOD:1) Block(3,3,-2,WOOD:1) Block(3,3,-1,WOOD:1) Block(3,3,0,WOOD:1) Block(3,3,1,WOOD:1) Block(3,3,2,WOOD:1) Block(3,3,3,WOOD:1) Block(3,3,4,DARK_OAK_STAIRS:7) Block(3,4,-4,LOG_2:1) Block(3,4,-3,COBBLESTONE_STAIRS:7) Block(3,4,-2,VINE:8) Block(3,4,-1,CAULDRON) Block(3,4,0,SPRUCE_WOOD_STAIRS:7) Block(3,4,1,WOOD_STEP:9) Block(3,4,2,WOOD_STEP:9) Block(3,4,3,SPRUCE_WOOD_STAIRS:6) Block(3,4,4,LOG_2:1) Block(3,5,-5,WOOD_STEP:9) Block(3,5,-4,LOG_2:1) RandomBlock(3,5,-3,FURNACE:3,../../nbt/Misc/Furnace.nbt,50,FURNACE:3,../../nbt/Misc/Furnace2.nbt,50,FURNACE:3,../../nbt/Misc/Furnace3.nbt,100) Block(3,5,-2,VINE:8) Block(3,5,0,VINE:8) RandomBlock(3,5,1,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/FlowerPot81.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/FlowerPot81.nbt,100) RandomBlock(3,5,3,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/stronghold_crossing.nbt,100) Block(3,5,4,LOG_2:1) Block(3,5,5,WOOD_STEP:9) Block(3,6,-4,WOOD_STEP:1) Block(3,6,-3,COBBLESTONE) Block(3,6,-2,VINE:8) Block(3,6,0,VINE:8) Block(3,6,1,VINE:8) Block(3,6,3,WOOD_STEP:9) Block(3,6,4,WOOD_STEP:1) Block(3,7,-3,MOSSY_COBBLESTONE) Block(3,7,-2,SPRUCE_WOOD_STAIRS:2) Block(3,7,-1,SPRUCE_WOOD_STAIRS:7) Block(3,7,0,VINE:8) Block(3,7,1,SPRUCE_WOOD_STAIRS:6) Block(3,7,2,SPRUCE_WOOD_STAIRS:3) Block(3,8,-4,COBBLE_WALL:1) Block(3,8,-3,MOSSY_COBBLESTONE) Block(3,8,-2,VINE:4) Block(3,8,-1,SPRUCE_WOOD_STAIRS:2) Block(3,8,0,WOOD_STEP:9) Block(3,8,1,SPRUCE_WOOD_STAIRS:3) Block(3,9,-4,COBBLE_WALL:1) Block(3,9,-3,COBBLESTONE_STAIRS:2) Block(3,9,0,WOOD_STEP:1) Block(4,3,-3,DARK_OAK_STAIRS:5) Block(4,3,-2,WOOD_STEP:13) Block(4,3,-1,WOOD_DOUBLE_STEP:5) Block(4,3,0,DARK_OAK_STAIRS:5) Block(4,3,1,WOOD_DOUBLE_STEP:5) Block(4,3,2,WOOD_STEP:13) Block(4,3,3,DARK_OAK_STAIRS:5) Block(4,4,-3,LOG_2:1) Block(4,4,-2,WOOD:5) Block(4,4,-1,WOOD:5) Block(4,4,0,LOG_2:1) Block(4,4,1,WOOD:5) Block(4,4,2,WOOD:5) Block(4,4,3,LOG_2:1) Block(4,5,-5,WOOD_STEP:9) Block(4,5,-4,FENCE) Block(4,5,-3,LOG_2:1) Block(4,5,-2,FENCE) Block(4,5,-1,FENCE) Block(4,5,0,LOG_2:1) Block(4,5,1,FENCE) Block(4,5,2,FENCE) Block(4,5,3,LOG_2:1) Block(4,5,4,FENCE) Block(4,5,5,WOOD_STEP:9) Block(4,6,-4,WOOD_STEP:1) Block(4,6,-3,LOG_2:9) Block(4,6,-2,LOG_2:9) Block(4,6,-1,LOG_2:9) Block(4,6,0,LOG_2:1) Block(4,6,1,LOG_2:9) Block(4,6,2,LOG_2:9) Block(4,6,3,LOG_2:9) Block(4,6,4,WOOD_STEP:1) Block(4,7,-2,SPRUCE_WOOD_STAIRS:2) Block(4,7,-1,WOOD:5) Block(4,7,0,LOG_2:1) Block(4,7,1,WOOD:5) Block(4,7,2,SPRUCE_WOOD_STAIRS:3) Block(4,8,-2,VINE:1) Block(4,8,-1,LOG_2:9) Block(4,8,0,LOG_2:1) Block(4,8,1,LOG_2:9) Block(4,8,2,VINE:4) Block(4,9,0,LOG_2:1) Block(5,1,-3,VINE:2) Block(5,1,-2,VINE:2) Block(5,1,2,VINE:2) Block(5,1,3,VINE:2) Block(5,2,-3,VINE:2) Block(5,2,-2,VINE:2) Block(5,2,2,VINE:2) Block(5,2,3,VINE:2) Block(5,3,-3,VINE:2) Block(5,3,-2,VINE:2) Block(5,3,2,VINE:2) Block(5,3,3,VINE:2) Block(5,4,-3,VINE:2) Block(5,4,-2,VINE:2) Block(5,4,2,VINE:2) Block(5,4,3,VINE:2) Block(5,5,-5,WOOD_STEP:9) Block(5,5,-3,VINE:2) Block(5,5,5,WOOD_STEP:9) Block(5,6,-4,WOOD_STEP:1) Block(5,6,-3,WOOD_STEP:9) Block(5,6,3,WOOD_STEP:9) Block(5,6,4,WOOD_STEP:1) Block(5,7,-2,SPRUCE_WOOD_STAIRS:2) Block(5,7,2,SPRUCE_WOOD_STAIRS:3) Block(5,8,-1,SPRUCE_WOOD_STAIRS:2) Block(5,8,1,SPRUCE_WOOD_STAIRS:3) Block(5,9,0,WOOD_STEP:1) ####################################################################### # +-----------------------------------------------------------------+ # # | 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)