####################################################################### # +-----------------------------------------------------------------+ # # | 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: 61 MaxHeight: 65 # 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: 12 # 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,-4,COBBLESTONE) B(-4,-3,-3,COBBLESTONE) B(-4,-3,-2,DIRT) B(-4,-3,-1,DIRT) B(-4,-3,0,STONE) B(-4,-3,1,COBBLESTONE) B(-4,-3,2,COBBLESTONE) B(-4,-3,3,STONE) B(-4,-3,4,STONE) B(-4,-2,-4,COBBLESTONE) B(-4,-2,-3,COBBLESTONE) B(-4,-2,-2,COBBLESTONE) B(-4,-2,-1,COBBLESTONE) B(-4,-2,0,COBBLESTONE) B(-4,-2,1,COBBLESTONE) B(-4,-2,2,COBBLESTONE) B(-4,-2,3,DIRT) B(-4,-2,4,DIRT) B(-4,-1,-4,COBBLESTONE) B(-4,-1,-3,COBBLESTONE) B(-4,-1,-2,COBBLESTONE) B(-4,-1,-1,COBBLESTONE) B(-4,-1,0,COBBLESTONE) B(-4,-1,1,COBBLESTONE) B(-4,-1,2,COBBLESTONE) B(-4,-1,3,GRASS) B(-4,-1,4,GRASS) B(-4,0,-4,FENCE) B(-4,0,-3,LEAVES:0) B(-4,0,-2,COBBLESTONE_STAIRS:0) B(-4,0,-1,COBBLESTONE_STAIRS:0) B(-4,0,0,COBBLESTONE_STAIRS:0) B(-4,0,1,LEAVES:0) B(-4,0,2,FENCE) B(-4,0,3,AIR) B(-4,0,4,AIR) B(-4,1,-4,FENCE) B(-4,1,-3,VINE:8) B(-4,1,-2,VINE:8) B(-4,1,-1,AIR) B(-4,1,0,AIR) B(-4,1,1,VINE:8) B(-4,1,2,FENCE) B(-4,1,3,AIR) B(-4,1,4,AIR) B(-4,2,-4,WOOD_STAIRS:0) B(-4,2,-3,VINE:8) B(-4,2,-2,VINE:8) B(-4,2,-1,AIR) B(-4,2,0,AIR) B(-4,2,1,VINE:8) B(-4,2,2,WOOD_STAIRS:0) B(-4,2,3,AIR) B(-4,2,4,AIR) B(-4,3,-4,AIR) B(-4,3,-3,WOOD_STAIRS:0) B(-4,3,-2,VINE:8) B(-4,3,-1,AIR) B(-4,3,0,AIR) B(-4,3,1,WOOD_STAIRS:0) B(-4,3,2,AIR) B(-4,3,3,AIR) B(-4,3,4,AIR) B(-4,4,-4,AIR) B(-4,4,-3,AIR) B(-4,4,-2,WOOD_STAIRS:0) B(-4,4,-1,AIR) B(-4,4,0,WOOD_STAIRS:0) B(-4,4,1,AIR) B(-4,4,2,AIR) B(-4,4,3,AIR) B(-4,4,4,AIR) B(-4,5,-4,AIR) B(-4,5,-3,AIR) B(-4,5,-2,AIR) B(-4,5,-1,WOOD_STAIRS:0) B(-4,5,0,AIR) B(-4,5,1,AIR) B(-4,5,2,AIR) B(-4,5,3,AIR) B(-4,5,4,AIR) B(-4,6,-4,AIR) B(-4,6,-3,AIR) B(-4,6,-2,AIR) B(-4,6,-1,AIR) B(-4,6,0,AIR) B(-4,6,1,AIR) B(-4,6,2,AIR) B(-4,6,3,AIR) B(-4,6,4,AIR) B(-3,-3,-4,DIRT) B(-3,-3,-3,COBBLESTONE) B(-3,-3,-2,DIRT) B(-3,-3,-1,STONE) B(-3,-3,0,STONE) B(-3,-3,1,STONE) B(-3,-3,2,COBBLESTONE) B(-3,-3,3,COBBLESTONE) B(-3,-3,4,COBBLESTONE) B(-3,-2,-4,COBBLESTONE) B(-3,-2,-3,COBBLESTONE) B(-3,-2,-2,COBBLESTONE) B(-3,-2,-1,COBBLESTONE) B(-3,-2,0,COBBLESTONE) B(-3,-2,1,COBBLESTONE) B(-3,-2,2,COBBLESTONE) B(-3,-2,3,DIRT) B(-3,-2,4,DIRT) B(-3,-1,-4,COBBLESTONE) B(-3,-1,-3,LOG) B(-3,-1,-2,COBBLESTONE) B(-3,-1,-1,COBBLESTONE) B(-3,-1,0,COBBLESTONE) B(-3,-1,1,LOG) B(-3,-1,2,COBBLESTONE) B(-3,-1,3,GRASS) B(-3,-1,4,GRASS) B(-3,0,-4,LEAVES:0) B(-3,0,-3,LOG) B(-3,0,-2,COBBLESTONE) B(-3,0,-1,COBBLESTONE) B(-3,0,0,COBBLESTONE) B(-3,0,1,LOG) B(-3,0,2,LEAVES:0) B(-3,0,3,AIR) B(-3,0,4,AIR) B(-3,1,-4,LEAVES:0) B(-3,1,-3,LOG) B(-3,1,-2,COBBLESTONE) B(-3,1,-1,COBBLESTONE) B(-3,1,0,COBBLESTONE) B(-3,1,1,LOG) B(-3,1,2,VINE:4) B(-3,1,3,AIR) B(-3,1,4,AIR) B(-3,2,-4,WOOD_STAIRS:2) B(-3,2,-3,LOG) B(-3,2,-2,WOOD) B(-3,2,-1,WOOD) B(-3,2,0,WOOD) B(-3,2,1,LOG) B(-3,2,2,WOOD_STAIRS:3) B(-3,2,3,AIR) B(-3,2,4,AIR) B(-3,3,-4,VINE:8) B(-3,3,-3,WOOD_STAIRS:2) B(-3,3,-2,LOG) B(-3,3,-1,FENCE) B(-3,3,0,LOG) B(-3,3,1,WOOD_STAIRS:3) B(-3,3,2,AIR) B(-3,3,3,AIR) B(-3,3,4,AIR) B(-3,4,-4,AIR) B(-3,4,-3,AIR) B(-3,4,-2,WOOD_STAIRS:2) B(-3,4,-1,LOG) B(-3,4,0,WOOD_STAIRS:3) B(-3,4,1,AIR) B(-3,4,2,AIR) B(-3,4,3,AIR) B(-3,4,4,AIR) B(-3,5,-4,AIR) B(-3,5,-3,AIR) B(-3,5,-2,AIR) B(-3,5,-1,WOOD_STEP) B(-3,5,0,AIR) B(-3,5,1,AIR) B(-3,5,2,AIR) B(-3,5,3,AIR) B(-3,5,4,AIR) B(-3,6,-4,AIR) B(-3,6,-3,AIR) B(-3,6,-2,AIR) B(-3,6,-1,WOOD_STAIRS:5) B(-3,6,0,AIR) B(-3,6,1,AIR) B(-3,6,2,AIR) B(-3,6,3,AIR) B(-3,6,4,AIR) B(-2,-3,-4,DIRT) B(-2,-3,-3,DIRT) B(-2,-3,-2,COBBLESTONE) B(-2,-3,-1,STONE) B(-2,-3,0,COBBLESTONE) B(-2,-3,1,STONE) B(-2,-3,2,STONE) B(-2,-3,3,STONE) B(-2,-3,4,COBBLESTONE) B(-2,-2,-4,COBBLESTONE) B(-2,-2,-3,COBBLESTONE) B(-2,-2,-2,COBBLESTONE) B(-2,-2,-1,COBBLESTONE) B(-2,-2,0,COBBLESTONE) B(-2,-2,1,COBBLESTONE) B(-2,-2,2,COBBLESTONE) B(-2,-2,3,COBBLESTONE) B(-2,-2,4,COBBLESTONE) B(-2,-1,-4,COBBLESTONE) B(-2,-1,-3,COBBLESTONE) B(-2,-1,-2,WOOD) B(-2,-1,-1,WOOD) B(-2,-1,0,WOOD) B(-2,-1,1,COBBLESTONE) B(-2,-1,2,COBBLESTONE) B(-2,-1,3,COBBLESTONE) B(-2,-1,4,COBBLESTONE) B(-2,0,-4,JACK_O_LANTERN:2) B(-2,0,-3,COBBLESTONE) B(-2,0,-2,BED_BLOCK:9) B(-2,0,-1,WOOD_STAIRS:1) B(-2,0,0,BED_BLOCK:9) B(-2,0,1,COBBLESTONE) B(-2,0,2,COBBLESTONE) B(-2,0,3,LEAVES:0) B(-2,0,4,FENCE) B(-2,1,-4,VINE:1) B(-2,1,-3,COBBLESTONE) B(-2,1,-2,WOOD_STEP:8) B(-2,1,-1,WOOD_STAIRS:5) B(-2,1,0,WOOD_STEP:8) B(-2,1,1,COBBLESTONE) B(-2,1,2,AIR) B(-2,1,3,VINE:8) B(-2,1,4,FENCE) B(-2,2,-4,LEAVES:0) B(-2,2,-3,WOOD) B(-2,2,-2,BOOKSHELF) B(-2,2,-1,BOOKSHELF) B(-2,2,0,BOOKSHELF) B(-2,2,1,WOOD) B(-2,2,2,WOOD_STAIRS:0) B(-2,2,3,WOOD_STAIRS:0) B(-2,2,4,WOOD_STAIRS:3) B(-2,3,-4,LEAVES:0) B(-2,3,-3,WOOD_STAIRS:2) B(-2,3,-2,WOOD) B(-2,3,-1,FENCE) B(-2,3,0,WOOD) B(-2,3,1,WOOD_STAIRS:3) B(-2,3,2,AIR) B(-2,3,3,AIR) B(-2,3,4,AIR) B(-2,4,-4,VINE:8) B(-2,4,-3,AIR) B(-2,4,-2,WOOD_STAIRS:2) B(-2,4,-1,WOOD) B(-2,4,0,WOOD_STAIRS:3) B(-2,4,1,AIR) B(-2,4,2,AIR) B(-2,4,3,AIR) B(-2,4,4,AIR) B(-2,5,-4,AIR) B(-2,5,-3,AIR) B(-2,5,-2,AIR) B(-2,5,-1,WOOD_STEP) B(-2,5,0,AIR) B(-2,5,1,AIR) B(-2,5,2,AIR) B(-2,5,3,AIR) B(-2,5,4,AIR) B(-2,6,-4,AIR) B(-2,6,-3,AIR) B(-2,6,-2,AIR) B(-2,6,-1,AIR) B(-2,6,0,AIR) B(-2,6,1,AIR) B(-2,6,2,AIR) B(-2,6,3,AIR) B(-2,6,4,AIR) B(-1,-3,-4,COBBLESTONE) B(-1,-3,-3,COBBLESTONE) B(-1,-3,-2,COBBLESTONE) B(-1,-3,-1,COBBLESTONE) B(-1,-3,0,DIRT) B(-1,-3,1,COBBLESTONE) B(-1,-3,2,DIRT) B(-1,-3,3,DIRT) B(-1,-3,4,STONE) B(-1,-2,-4,COBBLESTONE) B(-1,-2,-3,COBBLESTONE) B(-1,-2,-2,COBBLESTONE) B(-1,-2,-1,COBBLESTONE) B(-1,-2,0,COBBLESTONE) B(-1,-2,1,COBBLESTONE) B(-1,-2,2,COBBLESTONE) B(-1,-2,3,COBBLESTONE) B(-1,-2,4,COBBLESTONE) B(-1,-1,-4,COBBLESTONE) B(-1,-1,-3,COBBLESTONE) B(-1,-1,-2,WOOD) B(-1,-1,-1,WOOD) B(-1,-1,0,WOOD) B(-1,-1,1,WOOD) B(-1,-1,2,COBBLESTONE) B(-1,-1,3,LOG) B(-1,-1,4,COBBLESTONE) B(-1,0,-4,FENCE) B(-1,0,-3,COBBLESTONE) B(-1,0,-2,BED_BLOCK:1) B(-1,0,-1,AIR) B(-1,0,0,BED_BLOCK:1) B(-1,0,1,WOOD_STEP:8) B(-1,0,2,COBBLESTONE) B(-1,0,3,LOG) RB(-1,0,4,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(-1,1,-4,WOOD_PLATE) B(-1,1,-3,COBBLESTONE) B(-1,1,-2,AIR) B(-1,1,-1,AIR) B(-1,1,0,AIR) RB(-1,1,1,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/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(-1,1,2,COBBLESTONE) B(-1,1,3,LOG) B(-1,1,4,AIR) B(-1,2,-4,AIR) B(-1,2,-3,FENCE) B(-1,2,-2,AIR) B(-1,2,-1,AIR) B(-1,2,0,AIR) B(-1,2,1,WOOD_STEP:8) B(-1,2,2,WOOD) B(-1,2,3,LOG) B(-1,2,4,AIR) B(-1,3,-4,WOOD_STAIRS:2) B(-1,3,-3,WOOD_STAIRS:2) B(-1,3,-2,WOOD_STAIRS:7) B(-1,3,-1,AIR) B(-1,3,0,WOOD_STAIRS:6) B(-1,3,1,WOOD_STAIRS:0) B(-1,3,2,WOOD_STAIRS:0) B(-1,3,3,WOOD_STAIRS:0) B(-1,3,4,WOOD_STAIRS:3) B(-1,4,-4,LEAVES:0) B(-1,4,-3,VINE:4) B(-1,4,-2,WOOD_STAIRS:2) B(-1,4,-1,WOOD) B(-1,4,0,WOOD_STAIRS:3) B(-1,4,1,AIR) B(-1,4,2,AIR) B(-1,4,3,AIR) B(-1,4,4,AIR) B(-1,5,-4,AIR) B(-1,5,-3,AIR) B(-1,5,-2,AIR) B(-1,5,-1,WOOD_STEP) B(-1,5,0,AIR) B(-1,5,1,AIR) B(-1,5,2,AIR) B(-1,5,3,AIR) B(-1,5,4,AIR) B(-1,6,-4,AIR) B(-1,6,-3,AIR) B(-1,6,-2,AIR) B(-1,6,-1,AIR) B(-1,6,0,AIR) B(-1,6,1,AIR) B(-1,6,2,AIR) B(-1,6,3,AIR) B(-1,6,4,AIR) B(0,-3,-4,COBBLESTONE) B(0,-3,-3,COBBLESTONE) B(0,-3,-2,COBBLESTONE) B(0,-3,-1,STONE) B(0,-3,0,STONE) B(0,-3,1,STONE) B(0,-3,2,STONE) B(0,-3,3,DIRT) B(0,-3,4,COBBLESTONE) B(0,-2,-4,COBBLESTONE) B(0,-2,-3,COBBLESTONE) B(0,-2,-2,COBBLESTONE) B(0,-2,-1,COBBLESTONE) B(0,-2,0,COBBLESTONE) B(0,-2,1,COBBLESTONE) B(0,-2,2,COBBLESTONE) B(0,-2,3,COBBLESTONE) B(0,-2,4,COBBLESTONE) B(0,-1,-4,COBBLESTONE) B(0,-1,-3,COBBLESTONE) B(0,-1,-2,WOOD) B(0,-1,-1,WOOD) B(0,-1,0,WOOD) B(0,-1,1,WOOD) B(0,-1,2,WOOD) B(0,-1,3,COBBLESTONE) B(0,-1,4,COBBLESTONE) B(0,0,-4,FENCE) B(0,0,-3,COBBLESTONE) B(0,0,-2,CARPET:14) B(0,0,-1,CARPET:14) Entity(0,0,0,Witch,1,Witch.txt) B(0,0,0,AIR) B(0,0,1,AIR) B(0,0,2,WOOD_STAIRS:2) B(0,0,3,COBBLESTONE) B(0,0,4,COBBLESTONE_STAIRS:3) B(0,1,-4,WOOD_PLATE) B(0,1,-3,COBBLESTONE) B(0,1,-2,AIR) B(0,1,-1,AIR) B(0,1,0,AIR) B(0,1,1,AIR) B(0,1,2,AIR) B(0,1,3,COBBLESTONE) B(0,1,4,AIR) B(0,2,-4,AIR) B(0,2,-3,FENCE) B(0,2,-2,AIR) B(0,2,-1,AIR) B(0,2,0,AIR) B(0,2,1,AIR) B(0,2,2,AIR) B(0,2,3,WOOD) B(0,2,4,VINE:4) B(0,3,-4,WOOD_STAIRS:2) B(0,3,-3,WOOD_STAIRS:2) B(0,3,-2,WOOD_STAIRS:7) B(0,3,-1,WOOD_STEP:8) B(0,3,0,WOOD_STAIRS:6) B(0,3,1,WOOD_STAIRS:5) B(0,3,2,WOOD) B(0,3,3,LOG) B(0,3,4,VINE:4) B(0,4,-4,LEAVES:0) B(0,4,-3,AIR) B(0,4,-2,WOOD_STAIRS:2) B(0,4,-1,WOOD) B(0,4,0,WOOD_STAIRS:0) B(0,4,1,WOOD_STAIRS:0) B(0,4,2,WOOD_STAIRS:0) B(0,4,3,WOOD_STAIRS:0) B(0,4,4,WOOD_STAIRS:3) B(0,5,-4,AIR) B(0,5,-3,AIR) B(0,5,-2,AIR) B(0,5,-1,WOOD_STEP) B(0,5,0,AIR) B(0,5,1,AIR) B(0,5,2,AIR) B(0,5,3,AIR) B(0,5,4,AIR) B(0,6,-4,AIR) B(0,6,-3,AIR) B(0,6,-2,AIR) B(0,6,-1,AIR) B(0,6,0,AIR) B(0,6,1,AIR) B(0,6,2,AIR) B(0,6,3,AIR) B(0,6,4,AIR) B(1,-3,-4,COBBLESTONE) B(1,-3,-3,COBBLESTONE) B(1,-3,-2,COBBLESTONE) B(1,-3,-1,COBBLESTONE) B(1,-3,0,STONE) B(1,-3,1,STONE) B(1,-3,2,STONE) B(1,-3,3,DIRT) B(1,-3,4,DIRT) B(1,-2,-4,COBBLESTONE) B(1,-2,-3,COBBLESTONE) B(1,-2,-2,COBBLESTONE) B(1,-2,-1,COBBLESTONE) B(1,-2,0,COBBLESTONE) B(1,-2,1,COBBLESTONE) B(1,-2,2,COBBLESTONE) B(1,-2,3,COBBLESTONE) B(1,-2,4,COBBLESTONE) B(1,-1,-4,COBBLESTONE) B(1,-1,-3,COBBLESTONE) B(1,-1,-2,AIR) B(1,-1,-1,WOOD) B(1,-1,0,WOOD) B(1,-1,1,WOOD) B(1,-1,2,WOOD) B(1,-1,3,COBBLESTONE) B(1,-1,4,COBBLESTONE) B(1,0,-4,LEAVES:0) B(1,0,-3,COBBLESTONE) B(1,0,-2,CARPET:14) B(1,0,-1,CARPET:14) B(1,0,0,AIR) B(1,0,1,AIR) B(1,0,2,WOOD_STAIRS:2) B(1,0,3,COBBLESTONE) B(1,0,4,COBBLESTONE_STAIRS:3) B(1,1,-4,VINE:1) B(1,1,-3,COBBLESTONE) B(1,1,-2,AIR) B(1,1,-1,AIR) B(1,1,0,AIR) B(1,1,1,AIR) B(1,1,2,AIR) B(1,1,3,WOODEN_DOOR:7) B(1,1,4,AIR) B(1,2,-4,WOOD_STAIRS:2) B(1,2,-3,WOOD) B(1,2,-2,AIR) B(1,2,-1,AIR) B(1,2,0,AIR) B(1,2,1,AIR) B(1,2,2,AIR) B(1,2,3,WOODEN_DOOR:8) B(1,2,4,VINE:4) B(1,3,-4,WOOD_STAIRS:2) B(1,3,-3,WOOD_STAIRS:2) B(1,3,-2,WOOD_STAIRS:7) B(1,3,-1,WOOD_STEP:8) B(1,3,0,WOOD_STEP:8) B(1,3,1,WOOD_STEP:8) B(1,3,2,WOOD_STAIRS:2) B(1,3,3,WOOD) B(1,3,4,VINE:4) B(1,4,-4,VINE:2) B(1,4,-3,LEAVES:0) B(1,4,-2,WOOD_STAIRS:2) B(1,4,-1,WOOD) B(1,4,0,WOOD) B(1,4,1,WOOD) B(1,4,2,WOOD) B(1,4,3,LOG) B(1,4,4,AIR) B(1,5,-4,AIR) B(1,5,-3,AIR) B(1,5,-2,LEAVES:0) B(1,5,-1,WOOD_STEP) B(1,5,0,WOOD_STEP) B(1,5,1,WOOD_STEP) B(1,5,2,WOOD_STEP) B(1,5,3,WOOD_STEP) B(1,5,4,WOOD_STAIRS:3) B(1,6,-4,AIR) B(1,6,-3,AIR) B(1,6,-2,AIR) B(1,6,-1,AIR) B(1,6,0,AIR) B(1,6,1,AIR) B(1,6,2,AIR) B(1,6,3,WOOD_STAIRS:6) B(1,6,4,AIR) B(2,-3,-4,COBBLESTONE) B(2,-3,-3,COBBLESTONE) B(2,-3,-2,COBBLESTONE) B(2,-3,-1,STONE) B(2,-3,0,COBBLESTONE) B(2,-3,1,DIRT) B(2,-3,2,COBBLESTONE) B(2,-3,3,DIRT) B(2,-3,4,DIRT) B(2,-2,-4,COBBLESTONE) B(2,-2,-3,COBBLESTONE) B(2,-2,-2,COBBLESTONE) B(2,-2,-1,COBBLESTONE) B(2,-2,0,COBBLESTONE) B(2,-2,1,COBBLESTONE) B(2,-2,2,COBBLESTONE) B(2,-2,3,COBBLESTONE) B(2,-2,4,COBBLESTONE) B(2,-1,-4,COBBLESTONE) B(2,-1,-3,COBBLESTONE) B(2,-1,-2,WOOD) B(2,-1,-1,WOOD) B(2,-1,0,WOOD) B(2,-1,1,WOOD) B(2,-1,2,WOOD) B(2,-1,3,COBBLESTONE) B(2,-1,4,COBBLESTONE) B(2,0,-4,FENCE) B(2,0,-3,COBBLESTONE) RB(2,0,-2,FURNACE:4,../../nbt/Misc/Furnace.nbt,30,FURNACE:2,../../nbt/Misc/Furnace2.nbt,30,FURNACE:2,../../nbt/Misc/Furnace3.nbt,100) RB(2,0,0,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/abandoned_mineshaft.nbt,30,CHEST,../../nbt/VanillaLoot/stronghold_corridor.nbt,100) B(2,0,1,CAULDRON:3) B(2,0,2,WOOD_DOUBLE_STEP) B(2,0,3,COBBLESTONE) B(2,0,4,COBBLESTONE_STAIRS:3) B(2,1,-4,WOOD_PLATE) B(2,1,-3,COBBLESTONE) B(2,1,-2,COBBLESTONE) B(2,1,-1,WOOD_STEP:8) B(2,1,0,WOOD_STEP:8) B(2,1,1,AIR) B(2,1,2,REDSTONE_TORCH_ON:5) B(2,1,3,COBBLESTONE) B(2,1,4,VINE:4) B(2,2,-4,WOOD_STAIRS:2) B(2,2,-3,COBBLESTONE) B(2,2,-2,COBBLE_WALL) RB(2,2,-1,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/abandoned_mineshaft.nbt,30,CHEST,../../nbt/VanillaLoot/stronghold_library.nbt,100) RB(2,2,0,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(2,2,1,AIR) B(2,2,2,AIR) B(2,2,3,WOOD) B(2,2,4,VINE:4) B(2,3,-4,AIR) B(2,3,-3,WOOD_STAIRS:2) B(2,3,-2,COBBLE_WALL) B(2,3,-1,WOOD_STAIRS:4) B(2,3,0,WOOD_STAIRS:4) B(2,3,1,WOOD_STAIRS:4) B(2,3,2,WOOD) B(2,3,3,LOG) B(2,3,4,VINE:4) B(2,4,-4,AIR) B(2,4,-3,AIR) B(2,4,-2,COBBLE_WALL) B(2,4,-1,WOOD_STAIRS:1) B(2,4,0,WOOD_STAIRS:1) B(2,4,1,LEAVES:0) B(2,4,2,LEAVES:0) B(2,4,3,WOOD_STAIRS:1) B(2,4,4,WOOD_STAIRS:3) B(2,5,-4,AIR) B(2,5,-3,AIR) B(2,5,-2,COBBLE_WALL) B(2,5,-1,AIR) B(2,5,0,AIR) B(2,5,1,AIR) B(2,5,2,LEAVES:0) B(2,5,3,LEAVES:0) B(2,5,4,AIR) B(2,6,-4,AIR) B(2,6,-3,AIR) B(2,6,-2,STEP) B(2,6,-1,AIR) B(2,6,0,AIR) B(2,6,1,AIR) B(2,6,2,AIR) B(2,6,3,AIR) B(2,6,4,AIR) B(3,-3,-4,STONE) B(3,-3,-3,STONE) B(3,-3,-2,STONE) B(3,-3,-1,COBBLESTONE) B(3,-3,0,COBBLESTONE) B(3,-3,1,STONE) B(3,-3,2,STONE) B(3,-3,3,DIRT) B(3,-3,4,STONE) B(3,-2,-4,COBBLESTONE) B(3,-2,-3,COBBLESTONE) B(3,-2,-2,COBBLESTONE) B(3,-2,-1,COBBLESTONE) B(3,-2,0,COBBLESTONE) B(3,-2,1,COBBLESTONE) B(3,-2,2,COBBLESTONE) B(3,-2,3,COBBLESTONE) B(3,-2,4,COBBLESTONE) B(3,-1,-4,COBBLESTONE) B(3,-1,-3,LOG) B(3,-1,-2,COBBLESTONE) B(3,-1,-1,COBBLESTONE) B(3,-1,0,COBBLESTONE) B(3,-1,1,COBBLESTONE) B(3,-1,2,COBBLESTONE) B(3,-1,3,LOG) B(3,-1,4,COBBLESTONE) B(3,0,-4,LEAVES:0) B(3,0,-3,LOG) B(3,0,-2,COBBLESTONE) B(3,0,-1,COBBLESTONE) B(3,0,0,COBBLESTONE) B(3,0,1,COBBLESTONE) B(3,0,2,COBBLESTONE) B(3,0,3,LOG) B(3,0,4,JACK_O_LANTERN) B(3,1,-4,VINE:1) B(3,1,-3,LOG) B(3,1,-2,COBBLESTONE) B(3,1,-1,COBBLESTONE) B(3,1,0,COBBLESTONE) B(3,1,1,COBBLESTONE) B(3,1,2,COBBLESTONE) B(3,1,3,LOG) B(3,1,4,VINE:4) B(3,2,-4,WOOD_STAIRS:2) B(3,2,-3,LOG) B(3,2,-2,COBBLESTONE) B(3,2,-1,WOOD) B(3,2,0,WOOD) B(3,2,1,WOOD) B(3,2,2,WOOD) B(3,2,3,LOG) B(3,2,4,AIR) B(3,3,-4,AIR) B(3,3,-3,WOOD_STAIRS:2) B(3,3,-2,WOOD_STAIRS:1) B(3,3,-1,WOOD_STAIRS:1) B(3,3,0,WOOD_STAIRS:1) B(3,3,1,LEAVES:0) B(3,3,2,WOOD_STAIRS:1) B(3,3,3,WOOD_STAIRS:1) B(3,3,4,WOOD_STAIRS:3) B(3,4,-4,AIR) B(3,4,-3,AIR) B(3,4,-2,AIR) B(3,4,-1,AIR) B(3,4,0,AIR) B(3,4,1,AIR) B(3,4,2,AIR) B(3,4,3,AIR) B(3,4,4,AIR) B(3,5,-4,AIR) B(3,5,-3,AIR) B(3,5,-2,AIR) B(3,5,-1,AIR) B(3,5,0,AIR) B(3,5,1,AIR) B(3,5,2,AIR) B(3,5,3,AIR) B(3,5,4,AIR) B(3,6,-4,AIR) B(3,6,-3,AIR) 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,AIR) B(3,6,4,AIR) B(4,-3,-4,DIRT) B(4,-3,-3,COBBLESTONE) B(4,-3,-2,DIRT) B(4,-3,-1,DIRT) B(4,-3,0,DIRT) B(4,-3,1,COBBLESTONE) B(4,-3,2,COBBLESTONE) B(4,-3,3,COBBLESTONE) B(4,-3,4,COBBLESTONE) B(4,-2,-4,COBBLESTONE) B(4,-2,-3,COBBLESTONE) B(4,-2,-2,COBBLESTONE) B(4,-2,-1,COBBLESTONE) B(4,-2,0,COBBLESTONE) B(4,-2,1,COBBLESTONE) B(4,-2,2,COBBLESTONE) B(4,-2,3,COBBLESTONE) B(4,-2,4,COBBLESTONE) B(4,-1,-4,COBBLESTONE) B(4,-1,-3,COBBLESTONE) B(4,-1,-2,COBBLESTONE) B(4,-1,-1,COBBLESTONE) B(4,-1,0,COBBLESTONE) B(4,-1,1,COBBLESTONE) B(4,-1,2,COBBLESTONE) B(4,-1,3,COBBLESTONE) B(4,-1,4,COBBLESTONE) B(4,0,-4,FENCE) B(4,0,-3,VINE:2) B(4,0,-2,LEAVES:0) B(4,0,-1,LEAVES:0) B(4,0,0,LEAVES:0) B(4,0,1,FENCE) B(4,0,2,FENCE) B(4,0,3,LEAVES:0) B(4,0,4,FENCE) B(4,1,-4,FENCE) B(4,1,-3,VINE:2) B(4,1,-2,VINE:2) B(4,1,-1,LEAVES:0) B(4,1,0,VINE:2) B(4,1,1,WOOD_PLATE) B(4,1,2,WOOD_PLATE) B(4,1,3,VINE:2) B(4,1,4,FENCE) B(4,2,-4,WOOD_STAIRS:2) B(4,2,-3,WOOD_STAIRS:1) B(4,2,-2,WOOD_STAIRS:1) B(4,2,-1,WOOD_STAIRS:1) B(4,2,0,LEAVES:0) B(4,2,1,WOOD_STAIRS:1) B(4,2,2,WOOD_STAIRS:1) B(4,2,3,WOOD_STAIRS:1) B(4,2,4,WOOD_STAIRS:3) B(4,3,-4,AIR) B(4,3,-3,AIR) B(4,3,-2,AIR) B(4,3,-1,AIR) B(4,3,0,LEAVES:0) B(4,3,1,AIR) B(4,3,2,AIR) B(4,3,3,AIR) B(4,3,4,AIR) B(4,4,-4,AIR) B(4,4,-3,AIR) B(4,4,-2,AIR) B(4,4,-1,AIR) B(4,4,0,AIR) B(4,4,1,AIR) B(4,4,2,AIR) B(4,4,3,AIR) B(4,4,4,AIR) B(4,5,-4,AIR) B(4,5,-3,AIR) B(4,5,-2,AIR) B(4,5,-1,AIR) B(4,5,0,AIR) B(4,5,1,AIR) B(4,5,2,AIR) B(4,5,3,AIR) B(4,5,4,AIR) B(4,6,-4,AIR) B(4,6,-3,AIR) B(4,6,-2,AIR) B(4,6,-1,AIR) B(4,6,0,AIR) B(4,6,1,AIR) B(4,6,2,AIR) B(4,6,3,AIR) B(4,6,4,AIR) ####################################################################### # +-----------------------------------------------------------------+ # # | 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 \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 WBR(-12,0,0,WitchHutWell,NORTH,20,WitchHutFarm,NORTH,20,WitchHutCauldronOutdoor,NORTH,20,WitchHutFlowerPot,NORTH,20,Witch,NORTH,20,100) WBR(-8,0,-8,WitchHutPath1,NORTH,20,WitchHutFenceTorch,NORTH,20,WitchHutCauldronOutdoor,NORTH,20,WitchHutJackNGravel,NORTH,20,Witch,NORTH,20,100) WBR(0,0,-8,WitchHutCauldronOutdoor,NORTH,20,WitchHutFlowerPot,NORTH,20,WitchHutMossyTorchS,NORTH,20,Witch,NORTH,20,100) WBR(12,0,0,WitchHutPath1,NORTH,25,WitchHutFenceTorch,NORTH,25,WitchHutPathCorner,NORTH,25,Witch,NORTH,25,100) WBR(0,0,12,WitchHutPath2,NORTH,33,WitchHutPathGate,NORTH,33,Witch,NORTH,34,100) WBR(8,0,8,WitchHutPath1,NORTH,33,WitchHutCauldronOutdoor,NORTH,33,WitchHutFenceTorch,NORTH,34,100) WBR(-8,0,12,WitchHutFarm,NORTH,20,WitchHutWell,NORTH,20,WitchHutMossyTorchS,NORTH,20,WitchHutMossyTorchL,NORTH,20,Witch,NORTH,20,100) WBR(8,0,-8,WitchHutFlowerPot,NORTH,25,WitchHutCauldronOutdoor,NORTH,25,WitchHutMossyTorchL,NORTH,25,Witch,NORTH,25,100)