####################################################################### # +-----------------------------------------------------------------+ # # | 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(-4,-12,1,LOG:3) Block(-4,-12,4,LOG:3) Block(-4,-11,1,LOG:3) Block(-4,-11,4,LOG:3) Block(-4,-10,1,LOG:3) Block(-4,-10,4,LOG:3) Block(-4,-9,1,LOG:3) Block(-4,-9,4,LOG:3) Block(-4,-8,1,LOG:3) Block(-4,-8,4,LOG:3) Block(-4,-7,1,LOG:3) Block(-4,-7,4,LOG:3) Block(-4,-6,1,LOG:3) Block(-4,-6,4,LOG:3) Block(-4,-5,1,LOG:3) Block(-4,-5,4,LOG:3) Block(-4,-4,1,LOG:3) Block(-4,-4,4,LOG:3) Block(-4,-3,1,LOG:3) Block(-4,-3,4,LOG:3) Block(-4,-2,1,LOG:3) Block(-4,-2,4,LOG:3) Block(-4,-1,1,LOG:3) Block(-4,-1,4,LOG:3) Block(-4,0,1,LOG:3) Block(-4,0,4,LOG:3) Block(-4,1,1,LOG:3) Block(-4,1,2,WOOD:3) Block(-4,1,3,WOOD:3) Block(-4,1,4,LOG:3) Block(-4,2,1,LOG:3) Block(-4,2,4,LOG:3) Block(-3,1,2,WOOD:3) Block(-3,1,3,WOOD:3) Block(-3,2,1,FENCE) Block(-3,2,4,FENCE) Block(-2,-12,-7,LOG:3) Block(-2,-12,1,LOG:3) Block(-2,-12,4,LOG:3) Block(-2,-11,-7,LOG:3) Block(-2,-11,1,LOG:3) Block(-2,-11,4,LOG:3) Block(-2,-10,-7,LOG:3) Block(-2,-10,1,LOG:3) Block(-2,-10,4,LOG:3) Block(-2,-9,-7,LOG:3) Block(-2,-9,1,LOG:3) Block(-2,-9,4,LOG:3) Block(-2,-8,-7,LOG:3) Block(-2,-8,1,LOG:3) Block(-2,-8,4,LOG:3) Block(-2,-7,-7,LOG:3) Block(-2,-7,1,LOG:3) Block(-2,-7,4,LOG:3) Block(-2,-6,-7,LOG:3) Block(-2,-6,1,LOG:3) Block(-2,-6,4,LOG:3) Block(-2,-5,-7,LOG:3) Block(-2,-5,1,LOG:3) Block(-2,-5,4,LOG:3) Block(-2,-4,-7,LOG:3) Block(-2,-4,1,LOG:3) Block(-2,-4,4,LOG:3) Block(-2,-3,-7,LOG:3) Block(-2,-3,1,LOG:3) Block(-2,-3,4,LOG:3) Block(-2,-2,-7,LOG:3) Block(-2,-2,1,LOG:3) Block(-2,-2,4,LOG:3) Block(-2,-1,-7,LOG:3) Block(-2,-1,1,LOG:3) Block(-2,-1,4,LOG:3) Block(-2,0,-7,LOG:3) Block(-2,0,1,LOG:3) Block(-2,0,4,LOG:3) Block(-2,1,-7,LOG:3) Block(-2,1,1,LOG:3) Block(-2,1,2,WOOD:3) Block(-2,1,3,WOOD:3) Block(-2,1,4,LOG:3) Block(-2,2,-7,LOG:3) Block(-2,2,1,LOG:3) Block(-2,2,4,LOG:3) Block(-2,3,-7,LOG:3) Block(-1,1,-7,WOOD:3) Block(-1,1,-6,WOOD:3) Block(-1,1,-5,WOOD:3) Block(-1,1,-4,WOOD:3) Block(-1,1,-3,WOOD:3) Block(-1,1,-2,WOOD:3) Block(-1,1,-1,WOOD:3) Block(-1,1,0,WOOD:3) Block(-1,1,1,WOOD:3) Block(-1,1,2,WOOD:3) Block(-1,1,3,WOOD:3) Block(0,1,-7,WOOD:3) Block(0,1,-6,WOOD:3) Block(0,1,-5,WOOD:3) Block(0,1,-4,WOOD:3) Block(0,1,-3,WOOD:3) Block(0,1,-2,WOOD:3) Block(0,1,-1,WOOD:3) Block(0,1,0,WOOD:3) Block(0,1,1,WOOD:3) Block(0,1,2,WOOD:3) Block(0,1,3,WOOD:3) Block(1,-12,-7,LOG:3) Block(1,-12,3,LOG:3) Block(1,-11,-7,LOG:3) Block(1,-11,3,LOG:3) Block(1,-10,-7,LOG:3) Block(1,-10,3,LOG:3) Block(1,-9,-7,LOG:3) Block(1,-9,3,LOG:3) Block(1,-8,-7,LOG:3) Block(1,-8,3,LOG:3) Block(1,-7,-7,LOG:3) Block(1,-7,3,LOG:3) Block(1,-6,-7,LOG:3) Block(1,-6,3,LOG:3) Block(1,-5,-7,LOG:3) Block(1,-5,3,LOG:3) Block(1,-4,-7,LOG:3) Block(1,-4,3,LOG:3) Block(1,-3,-7,LOG:3) Block(1,-3,3,LOG:3) Block(1,-2,-7,LOG:3) Block(1,-2,3,LOG:3) Block(1,-1,-7,LOG:3) Block(1,-1,3,LOG:3) Block(1,0,-7,LOG:3) Block(1,0,3,LOG:3) Block(1,1,-7,LOG:3) Block(1,1,3,LOG:3) Block(1,2,-7,LOG:3) Block(1,2,3,LOG:3) Block(1,3,-7,LOG: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(-4,0,3,BeachHutWest6x6,NORTH,1,BeachHutWest8x11,NORTH,1,BeachHutWest9x8,NORTH,1,BeachHutWest10x8,NORTH,1,4) WeightedBranch(-1,0,-5,VikingShip1,NORTH,33,VikingShip2,NORTH,33,VikingShip3,NORTH,34,100)