####################################################################### # +-----------------------------------------------------------------+ # # | 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: Piginabag # 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: 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 - randomY, highestBlock or highestSolidBlock. SpawnHeight: highestSolidBlock # The height limits for the BO3. MinHeight: 0 MaxHeight: 256 # 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(-11,-1,1,STONE) B(-11,0,1,STONE) B(-11,1,1,STONE) B(-11,2,1,STONE) B(-10,-1,0,STONE) B(-10,-1,2,STONE) B(-10,0,0,STONE) B(-10,0,2,STONE) B(-10,1,0,STONE) B(-10,1,2,STONE) B(-10,2,0,STONE) B(-10,2,1,STONE) B(-10,2,2,STONE) B(-10,3,1,STONE) B(-9,-1,-1,STONE) B(-9,-1,3,STONE) B(-9,-1,4,STONE) B(-9,0,-1,STONE) B(-9,0,3,STONE) B(-9,0,4,STONE) B(-9,1,-1,STONE) B(-9,1,3,STONE) B(-9,1,4,STONE) B(-9,2,-1,STONE) B(-9,2,0,STONE) B(-9,2,1,STONE) B(-9,2,2,STONE) B(-9,2,3,STONE) B(-9,2,4,STONE) B(-9,3,0,STONE) B(-9,3,1,STONE) B(-9,3,2,STONE) B(-9,4,1,STONE) B(-8,-1,-5,WOOD) B(-8,-1,3,STONE) B(-8,0,-5,WOOD:1) B(-8,0,-3,WOOD:1) B(-8,0,-2,WOOD:1) B(-8,0,-1,STONE) B(-8,0,3,STONE) B(-8,0,4,STONE) B(-8,1,-5,WOOD:1) B(-8,1,-3,WOOD:1) B(-8,1,-2,WOOD:1) B(-8,1,-1,STONE) B(-8,1,3,STONE) B(-8,1,4,STONE) B(-8,2,-5,WOOD:1) B(-8,2,-3,WOOD) B(-8,2,-2,WOOD) B(-8,2,-1,STONE) B(-8,2,0,STONE) B(-8,2,3,STONE) B(-8,3,-2,WOOD) B(-8,3,0,STONE) B(-8,3,3,STONE) B(-8,4,0,STONE) B(-8,4,1,STONE) B(-8,4,2,STONE) B(-8,5,-2,WOOD) B(-8,5,-1,WOOD) B(-8,5,0,STONE) B(-8,5,1,STONE) B(-8,5,2,STONE) B(-8,6,-2,WOOD) B(-8,6,-1,WOOD) B(-7,-1,-2,STONE) B(-7,-1,0,STONE) B(-7,-1,4,STONE) B(-7,0,-2,STONE) B(-7,0,-1,STONE) B(-7,0,0,STONE) B(-7,0,4,STONE) B(-7,1,-2,STONE) B(-7,1,-1,STONE) B(-7,1,0,STONE) B(-7,1,4,STONE) B(-7,2,-2,STONE) B(-7,2,-1,STONE) B(-7,2,0,STONE) B(-7,2,1,STONE) B(-7,2,3,STONE) B(-7,2,4,STONE) B(-7,3,0,STONE) B(-7,3,3,STONE) B(-7,4,-3,WOOD:3) B(-7,4,-2,WOOD:1) B(-7,4,-1,WOOD) B(-7,4,0,WOOD) B(-7,4,3,STONE) B(-7,5,-3,WOOD) B(-7,5,-2,WOOD) B(-7,5,0,WOOD:1) B(-7,5,1,STONE) B(-7,5,2,STONE) B(-7,6,-3,WOOD:3) B(-7,6,-2,WOOD) B(-7,6,-1,WOOD) B(-7,6,0,WOOD) B(-7,6,1,STONE) B(-7,7,-3,WOOD:3) B(-7,7,-2,WOOD:1) B(-7,7,-1,WOOD:1) B(-7,7,0,WOOD) B(-7,8,-2,WOOD) B(-7,8,-1,WOOD) B(-6,-1,-5,WOOD) B(-6,-1,2,STONE) B(-6,-1,3,STONE) B(-6,0,-5,WOOD:1) B(-6,0,0,STONE) B(-6,0,1,STONE) B(-6,0,2,STONE) B(-6,0,3,STONE) B(-6,1,-5,WOOD:1) B(-6,1,-2,STONE) B(-6,1,-1,STONE) B(-6,1,0,STONE) B(-6,1,1,STONE) B(-6,1,2,STONE) B(-6,1,3,STONE) B(-6,2,-5,WOOD) B(-6,2,-2,STONE) B(-6,2,-1,STONE) B(-6,2,0,STONE) B(-6,2,1,STONE) B(-6,2,2,STONE) B(-6,2,3,STONE) B(-6,3,-4,WOOD) B(-6,3,-3,WOOD:3) B(-6,3,-2,WOOD) B(-6,3,-1,WOOD) B(-6,3,0,WOOD) B(-6,3,1,WOOD) B(-6,3,2,STONE) B(-6,4,-4,WOOD) B(-6,4,1,WOOD) B(-6,4,2,STONE) B(-6,5,-4,WOOD) B(-6,5,1,WOOD) B(-6,6,-4,WOOD) B(-6,6,1,WOOD) B(-6,7,-3,WOOD:1) B(-6,7,0,WOOD:1) B(-6,8,-2,WOOD:3) B(-6,8,-1,WOOD) B(-6,9,-2,WOOD) B(-6,9,-1,WOOD) B(-6,10,-2,WOOD:3) B(-6,10,-1,WOOD:1) B(-5,-1,-6,WOOD) B(-5,-1,-4,WOOD) B(-5,-1,3,WOOD) B(-5,0,-6,WOOD:1) B(-5,0,-4,WOOD) B(-5,0,3,WOOD) B(-5,1,-6,WOOD:1) B(-5,1,-4,WOOD) B(-5,1,-3,WOOD) B(-5,1,-2,WOOD) B(-5,1,0,WOOD) B(-5,1,3,WOOD) B(-5,2,-6,WOOD:1) B(-5,2,-4,WOOD) B(-5,2,-3,WOOD) B(-5,2,-2,WOOD:3) B(-5,2,-1,WOOD) B(-5,2,0,WOOD) B(-5,2,1,WOOD) B(-5,2,3,WOOD) B(-5,3,-4,WOOD) B(-5,3,1,WOOD) B(-4,-1,-4,WOOD) B(-4,-1,1,WOOD) B(-4,0,-4,WOOD) B(-4,0,-1,WOOD) B(-4,0,1,WOOD) B(-4,1,-4,WOOD:3) B(-4,1,-3,WOOD:1) B(-4,1,-2,WOOD) B(-4,1,-1,WOOD:3) B(-4,1,0,WOOD) B(-4,1,1,WOOD) B(-4,2,-4,WOOD) B(-4,2,1,WOOD:1) B(-3,-3,-2,WOOD:1) B(-3,-2,-4,WOOD:1) B(-3,-2,-3,WOOD:3) B(-3,-2,-2,WOOD:3) B(-3,-1,-2,WOOD:3) B(-3,0,1,WOOD) B(-3,1,-2,WOOD:3) B(-3,1,-1,WOOD) B(-3,1,1,WOOD) B(-2,-3,-4,WOOD) B(-2,-3,-3,WOOD:1) B(-2,-2,-5,WOOD:3) RB(-2,-2,-3,CHEST,../../nbt/VanillaLoot/desert_pyramid.nbt,50,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,100) B(-2,-1,-5,WOOD) B(-2,0,-5,WOOD) B(-2,1,-2,WOOD) B(-2,8,-8,WOOL:7) B(-2,9,-8,WOOL:8) B(-2,10,-8,WOOL:7) B(-2,11,-8,WOOD) B(-1,-3,-5,WOOD:1) B(-1,-3,-4,WOOD) B(-1,-2,-6,WOOD:3) B(-1,-1,-6,WOOD:1) B(-1,0,-6,WOOD) B(-1,1,-6,WOOD) B(-1,1,-5,WOOD) B(-1,1,-4,WOOD) B(-1,2,-6,WOOD) B(-1,10,-7,WOOL:7) B(-1,11,-7,WOOD) B(0,-3,-6,WOOD) B(0,-3,-5,WOOD) B(0,-3,-3,WOOD:1) B(0,-3,-2,WOOD:3) B(0,-3,-1,WOOD:3) B(0,-2,-7,WOOD:3) B(0,-2,-6,WOOD) B(0,-2,1,WOOD) B(0,-1,-7,WOOD) B(0,-1,-6,WOOD) B(0,-1,1,WOOD) B(0,0,-7,WOOD:3) B(0,0,-6,WOOD) B(0,0,1,WOOD) B(0,1,-7,WOOD) B(0,1,-6,WOOD) B(0,1,-5,WOOD) B(0,1,-4,WOOD) B(0,1,0,WOOD:3) B(0,2,-7,WOOD:1) B(0,8,-6,WOOL:7) B(0,9,-6,WOOL:8) B(0,10,-6,WOOL:7) B(0,11,-6,WOOD) B(1,-3,-7,WOOD) B(1,-3,-6,WOOD:3) B(1,-3,-5,WOOD:3) B(1,-3,-4,WOOD:3) B(1,-3,-2,WOOD:1) B(1,-3,-1,WOOD) B(1,-2,-8,WOOD:3) B(1,-2,0,WOOD:3) B(1,-2,1,WOOD) B(1,-1,-8,WOOD:1) B(1,-1,0,WOOD) B(1,-1,1,WOOD:1) B(1,0,-8,WOOD) B(1,0,0,WOOD:1) B(1,0,1,WOOD) B(1,1,-8,WOOD) B(1,1,-7,WOOD) B(1,1,-6,WOOD:1) B(1,1,-5,WOOD) B(1,1,-4,WOOD) B(1,1,-3,WOOD) B(1,1,-2,WOOD) B(1,1,-1,WOOD) B(1,1,0,WOOD:1) B(1,2,-8,WOOD:3) B(1,2,-4,WOOD) B(1,2,0,WOOD:3) B(1,3,-4,WOOD) B(1,4,-4,WOOD) B(1,5,-4,WOOD) B(1,6,-4,WOOD) B(1,9,-5,WOOL:7) B(1,10,-5,WOOL:8) B(1,11,-5,WOOD) B(2,-3,-8,WOOD) B(2,-3,-7,WOOD) B(2,-3,-6,WOOD:3) B(2,-3,-5,WOOD:3) B(2,-3,-4,WOOD) B(2,-3,-3,WOOD:1) B(2,-2,-9,WOOD:3) B(2,-2,-3,WOOD:1) B(2,-2,-1,WOOD:3) B(2,-1,-9,WOOD:1) B(2,-1,-1,WOOD) B(2,0,-9,WOOD:3) B(2,0,-1,WOOD) B(2,1,-9,WOOD:3) B(2,1,-8,WOOD:1) B(2,1,-7,WOOD:3) B(2,1,-6,WOOD:3) B(2,1,-5,WOOD:1) B(2,1,-4,WOOD) B(2,1,-3,WOOD) B(2,1,-2,WOOD) B(2,1,-1,WOOD) B(2,2,-9,WOOD) B(2,2,-1,WOOD:3) B(2,6,-4,WOOD) B(2,7,-4,WOOD) B(2,8,-4,WOOD) B(2,9,-4,WOOD) B(2,10,-4,WOOD) B(2,11,-4,WOOD) B(2,12,-4,WOOD) B(2,13,-4,WOOD) B(2,14,-4,WOOD) B(3,-3,-9,WOOD) B(3,-3,-8,WOOD) B(3,-3,-7,WOOD:3) B(3,-3,-6,WOOD:1) B(3,-3,-5,WOOD) B(3,-3,-4,WOOD:1) B(3,-3,-3,WOOD:3) B(3,-2,-10,WOOD:3) B(3,-2,-3,WOOD) B(3,-2,-2,WOOD) B(3,-1,-10,WOOD:3) B(3,-1,-2,WOOD:3) B(3,0,-10,WOOD) B(3,0,-3,WOOD) B(3,0,-2,WOOD:1) B(3,1,-10,WOOD) B(3,1,-9,WOOD) B(3,1,-8,WOOD:3) B(3,1,-7,WOOD) B(3,1,-6,WOOD) B(3,1,-5,WOOD) B(3,1,-4,WOOD) B(3,1,-3,WOOD:1) B(3,1,-2,WOOD) B(3,2,-10,WOOD:1) B(3,2,-2,WOOD) B(3,10,-3,WOOL:7) B(3,11,-3,WOOD) B(4,-3,-9,WOOD) B(4,-3,-8,WOOD) B(4,-3,-7,WOOD:3) B(4,-3,-6,WOOD:3) B(4,-3,-5,WOOD:1) B(4,-3,-4,WOOD) B(4,-2,-10,WOOD) B(4,-2,-3,WOOD) B(4,-1,-10,WOOD) B(4,-1,-3,WOOD) B(4,0,-10,WOOD) B(4,0,-3,WOOD:1) B(4,1,-10,WOOD) B(4,1,-9,WOOD:3) B(4,1,-8,WOOD:1) B(4,1,-7,WOOD) B(4,1,-6,WOOD) B(4,1,-5,WOOD) B(4,1,-4,WOOD:1) B(4,1,-3,WOOD:1) B(4,2,-10,WOOD:3) B(4,2,-3,WOOD) B(4,8,-2,WOOL:7) B(4,9,-2,WOOL:8) B(4,10,-2,WOOL:7) B(4,11,-2,WOOD) B(5,-4,-9,WOOD) B(5,-3,-9,WOOD) B(5,-3,-8,WOOD:1) B(5,-3,-7,WOOD:1) B(5,-3,-6,WOOD:1) B(5,-3,-5,WOOD) B(5,-2,-10,WOOD) B(5,-2,-4,WOOD:3) B(5,-1,-10,WOOD:1) B(5,-1,-4,WOOD:3) B(5,0,-10,WOOD) B(5,0,-4,WOOD:3) B(5,1,-10,WOOD:3) B(5,1,-9,WOOD:3) B(5,1,-8,WOOD) B(5,1,-7,WOOD:3) B(5,1,-6,WOOD) B(5,1,-5,WOOD:3) B(5,1,-4,WOOD:1) B(5,2,-10,WOOD) B(5,2,-4,WOOD) B(5,9,-1,WOOL:7) B(5,10,-1,WOOL:8) B(5,11,-1,WOOD) B(6,-3,-9,WOOD:3) B(6,-3,-8,WOOD) B(6,-3,-7,WOOD:3) B(6,-3,-6,WOOD:3) B(6,-2,-10,WOOD:3) B(6,-2,-5,WOOD) B(6,-1,-10,WOOD) B(6,-1,-5,WOOD) B(6,0,-10,WOOD) B(6,0,-5,WOOD) B(6,1,-10,WOOD) B(6,1,-9,WOOD) B(6,1,-8,WOOD) B(6,1,-7,WOOD) B(6,1,-6,WOOD:3) B(6,1,-5,WOOD:3) B(6,2,-10,WOOD:3) B(6,2,-5,WOOD) B(6,10,0,WOOL:7) B(6,11,0,WOOD) B(7,-2,-9,WOOD:3) B(7,-2,-8,WOOD) B(7,-2,-7,WOOD:1) B(7,-2,-6,WOOD) B(7,-1,-9,WOOD:1) B(7,-1,-8,WOOD:1) B(7,-1,-7,WOOD) B(7,-1,-6,WOOD:1) B(7,0,-9,WOOD) B(7,0,-8,WOOD) B(7,0,-7,WOOD) B(7,0,-6,WOOD:3) B(7,1,-9,WOOD:3) B(7,1,-8,WOOD:1) B(7,1,-7,WOOD) B(7,1,-6,WOOD:1) B(7,2,-9,WOOD) B(7,2,-8,WOOD) B(7,2,-7,WOOD) B(7,2,-6,WOOD) ####################################################################### # +-----------------------------------------------------------------+ # # | 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. # 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