####################################################################### # +-----------------------------------------------------------------+ # # | 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: 1.0 # If you set this to true, the BO3 will be placed with a random rotation. RotateRandomly: true # The spawn height of the BO3 - atMinY, randomY, highestBlock or highestSolidBlock. SpawnHeight: highestSolidBlock # 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: 63 # When in randomY mode used as the maximum Y to spawn this BO3 at. MaxHeight: 81 ###################### # 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: STONE:1,STONE:3,STONE:5,DIRT:1,DIRT,SAND,GRASS,DIRT:2,HARD_CLAY,159,CLAY,SANDSTONE,179,SAND:1,AIR,STONE,GRAVEL,31,31:1,31:2,32,37,38,39,40,38,38:1,38:2,38:3,38:4,38:5,38:6,38:7,38:8,39,40,175,175:1,175:2,175:3,175:4,175:5,31,31:1,31:2,32,IRON_ORE,GOLD_ORE,LAPIS_ORE,COAL_ORE,DIAMOND_ORE,REDSTONE_ORE,EMERALD_ORE # 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: 00 # 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(-6,-2,0,12:1) B(-6,-2,1,12:1) B(-6,-1,0,12:1) B(-6,-1,1,12:1) B(-6,0,0,AIR) B(-6,0,1,AIR) B(-6,1,0,AIR) B(-6,1,1,AIR) B(-6,2,0,AIR) B(-6,2,1,AIR) B(-6,3,0,AIR) B(-6,3,1,AIR) B(-5,-3,0,GRASS) B(-5,-3,1,GRASS) B(-5,-2,-2,12:1) B(-5,-2,-1,12:1) B(-5,-2,0,12:1) B(-5,-2,1,12:1) B(-5,-2,2,12:1) B(-5,-1,-2,12:1) B(-5,-1,-1,12:1) B(-5,-1,0,AIR) B(-5,-1,1,AIR) B(-5,-1,2,12:1) B(-5,0,-2,AIR) B(-5,0,-1,AIR) B(-5,0,0,AIR) B(-5,0,1,AIR) B(-5,0,2,AIR) B(-5,1,-2,AIR) B(-5,1,-1,AIR) B(-5,1,0,AIR) B(-5,1,1,AIR) B(-5,1,2,AIR) B(-5,2,-2,AIR) B(-5,2,-1,AIR) B(-5,2,0,AIR) B(-5,2,1,AIR) B(-5,2,2,AIR) B(-5,3,-2,AIR) B(-5,3,-1,AIR) B(-5,3,0,AIR) B(-5,3,1,AIR) B(-5,3,2,AIR) B(-4,-4,0,GRASS) B(-4,-3,-1,GRASS) B(-4,-3,0,GRASS) B(-4,-3,1,GRASS) B(-4,-3,2,GRASS) B(-4,-2,-3,12:1) B(-4,-2,-2,12:1) B(-4,-2,-1,12:1) B(-4,-2,0,12:1) B(-4,-2,1,12:1) B(-4,-2,2,12:1) B(-4,-2,3,12:1) B(-4,-1,-3,12:1) B(-4,-1,-2,AIR) B(-4,-1,-1,AIR) B(-4,-1,0,AIR) B(-4,-1,1,AIR) B(-4,-1,2,AIR) B(-4,-1,3,12:1) B(-4,0,-3,AIR) B(-4,0,-2,AIR) B(-4,0,-1,AIR) B(-4,0,0,AIR) B(-4,0,1,AIR) B(-4,0,2,AIR) B(-4,0,3,AIR) B(-4,1,-3,AIR) B(-4,1,-2,AIR) B(-4,1,-1,AIR) B(-4,1,0,AIR) B(-4,1,1,AIR) B(-4,1,2,AIR) B(-4,1,3,AIR) B(-4,2,-3,AIR) B(-4,2,-2,AIR) B(-4,2,-1,AIR) B(-4,2,0,AIR) B(-4,2,1,AIR) B(-4,2,2,AIR) B(-4,2,3,AIR) B(-4,3,-3,AIR) B(-4,3,-2,AIR) B(-4,3,-1,AIR) B(-4,3,0,AIR) B(-4,3,1,AIR) B(-4,3,2,AIR) B(-4,3,3,AIR) B(-3,-5,0,GRASS) B(-3,-4,-1,GRASS) B(-3,-4,0,GRASS) B(-3,-4,1,GRASS) B(-3,-3,-3,GRASS) B(-3,-3,-2,GRASS) B(-3,-3,-1,GRASS) B(-3,-3,0,GRASS) B(-3,-3,1,GRASS) B(-3,-3,2,GRASS) B(-3,-2,-4,12:1) B(-3,-2,-3,12:1) B(-3,-2,-2,12:1) B(-3,-2,-1,12:1) B(-3,-2,0,12:1) B(-3,-2,1,12:1) B(-3,-2,2,12:1) B(-3,-2,3,DIRT) B(-3,-1,-4,12:1) B(-3,-1,-3,AIR) B(-3,-1,-2,AIR) B(-3,-1,-1,AIR) B(-3,-1,0,SUGAR_CANE_BLOCK) B(-3,-1,1,AIR) B(-3,-1,2,AIR) B(-3,-1,3,12:1) B(-3,0,-4,AIR) B(-3,0,-3,AIR) B(-3,0,-2,AIR) B(-3,0,-1,AIR) B(-3,0,0,SUGAR_CANE_BLOCK) B(-3,0,1,AIR) B(-3,0,2,AIR) B(-3,0,3,AIR) B(-3,1,-4,AIR) B(-3,1,-3,AIR) B(-3,1,-2,AIR) B(-3,1,-1,AIR) B(-3,1,0,SUGAR_CANE_BLOCK) B(-3,1,1,AIR) B(-3,1,2,AIR) B(-3,1,3,AIR) B(-3,2,-4,AIR) B(-3,2,-3,AIR) B(-3,2,-2,AIR) B(-3,2,-1,AIR) B(-3,2,0,AIR) B(-3,2,1,AIR) B(-3,2,2,AIR) B(-3,2,3,AIR) B(-3,3,-4,AIR) B(-3,3,-3,AIR) B(-3,3,-2,AIR) B(-3,3,-1,AIR) B(-3,3,0,AIR) B(-3,3,1,AIR) B(-3,3,2,AIR) B(-3,3,3,AIR) B(-2,-5,-1,GRASS) B(-2,-5,0,GRASS) B(-2,-4,-2,GRASS) B(-2,-4,-1,GRASS) B(-2,-4,0,GRASS) B(-2,-4,1,GRASS) B(-2,-3,-3,GRASS) B(-2,-3,-2,GRASS) B(-2,-3,-1,GRASS) B(-2,-3,0,STATIONARY_WATER) B(-2,-3,1,GRASS) B(-2,-3,2,GRASS) B(-2,-3,3,GRASS) B(-2,-2,-4,12:1) B(-2,-2,-3,12:1) B(-2,-2,-2,DIRT) B(-2,-2,-1,DIRT) B(-2,-2,0,STATIONARY_WATER) B(-2,-2,1,STATIONARY_WATER) B(-2,-2,2,12:1) B(-2,-2,3,DIRT) B(-2,-2,4,DIRT) B(-2,-1,-4,AIR) B(-2,-1,-3,AIR) B(-2,-1,-2,AIR) B(-2,-1,-1,AIR) B(-2,-1,0,AIR) B(-2,-1,1,AIR) B(-2,-1,2,AIR) B(-2,-1,3,12:1) B(-2,-1,4,12:1) B(-2,0,-4,AIR) B(-2,0,-3,AIR) B(-2,0,-2,AIR) B(-2,0,-1,AIR) B(-2,0,0,AIR) B(-2,0,1,AIR) B(-2,0,2,AIR) B(-2,0,3,AIR) B(-2,0,4,AIR) B(-2,1,-4,AIR) B(-2,1,-3,AIR) B(-2,1,-2,AIR) B(-2,1,-1,AIR) B(-2,1,0,AIR) B(-2,1,1,AIR) B(-2,1,2,AIR) B(-2,1,3,AIR) B(-2,1,4,AIR) B(-2,2,-4,AIR) B(-2,2,-3,AIR) B(-2,2,-2,AIR) B(-2,2,-1,AIR) B(-2,2,0,AIR) B(-2,2,1,AIR) B(-2,2,2,AIR) B(-2,2,3,AIR) B(-2,2,4,AIR) B(-2,3,-4,AIR) B(-2,3,-3,AIR) B(-2,3,-2,AIR) B(-2,3,-1,AIR) B(-2,3,0,AIR) B(-2,3,1,AIR) B(-2,3,2,AIR) B(-2,3,3,AIR) B(-2,3,4,AIR) B(-1,-5,-1,GRASS) B(-1,-5,0,GRASS) B(-1,-5,1,GRASS) B(-1,-4,-2,GRASS) B(-1,-4,-1,GRASS) B(-1,-4,0,GRASS) B(-1,-4,1,GRASS) B(-1,-4,2,GRASS) B(-1,-3,-3,GRASS) B(-1,-3,-2,GRASS) B(-1,-3,-1,STATIONARY_WATER) B(-1,-3,0,STATIONARY_WATER) B(-1,-3,1,GRASS) B(-1,-3,2,GRASS) B(-1,-3,3,GRASS) B(-1,-2,-5,12:1) B(-1,-2,-4,12:1) B(-1,-2,-3,12:1) B(-1,-2,-2,STATIONARY_WATER) B(-1,-2,-1,STATIONARY_WATER) B(-1,-2,0,STATIONARY_WATER) B(-1,-2,1,STATIONARY_WATER) B(-1,-2,2,STATIONARY_WATER) B(-1,-2,3,12:1) B(-1,-2,4,12:1) B(-1,-1,-5,12:1) B(-1,-1,-4,AIR) B(-1,-1,-3,SUGAR_CANE_BLOCK) 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,AIR) B(-1,-1,4,12:1) B(-1,0,-5,AIR) B(-1,0,-4,AIR) B(-1,0,-3,SUGAR_CANE_BLOCK) B(-1,0,-2,AIR) B(-1,0,-1,AIR) B(-1,0,0,AIR) B(-1,0,1,AIR) B(-1,0,2,AIR) B(-1,0,3,AIR) B(-1,0,4,AIR) B(-1,1,-5,AIR) B(-1,1,-4,AIR) B(-1,1,-3,SUGAR_CANE_BLOCK) 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,AIR) B(-1,1,4,AIR) B(-1,2,-5,AIR) B(-1,2,-4,AIR) B(-1,2,-3,AIR) B(-1,2,-2,AIR) B(-1,2,-1,AIR) B(-1,2,0,LEAVES_2:12) B(-1,2,1,LEAVES_2:12) B(-1,2,2,LEAVES_2:12) B(-1,2,3,AIR) B(-1,2,4,AIR) B(-1,3,-5,AIR) B(-1,3,-4,AIR) B(-1,3,-3,AIR) B(-1,3,-2,AIR) B(-1,3,-1,AIR) B(-1,3,0,AIR) B(-1,3,1,AIR) B(-1,3,2,AIR) B(-1,3,3,AIR) B(-1,3,4,AIR) B(0,-6,0,GRASS) B(0,-5,0,GRASS) B(0,-5,1,GRASS) B(0,-4,-1,GRASS) B(0,-4,0,GRASS) B(0,-4,1,GRASS) B(0,-4,2,GRASS) B(0,-3,-2,GRASS) B(0,-3,-1,GRASS) B(0,-3,0,STATIONARY_WATER) B(0,-3,1,STATIONARY_WATER) B(0,-3,2,STATIONARY_WATER) B(0,-3,3,GRASS) B(0,-2,-4,12:1) B(0,-2,-3,12:1) B(0,-2,-2,STATIONARY_WATER) B(0,-2,-1,STATIONARY_WATER) B(0,-2,0,STATIONARY_WATER) B(0,-2,1,STATIONARY_WATER) B(0,-2,2,STATIONARY_WATER) B(0,-2,3,STATIONARY_WATER) B(0,-2,4,12:1) B(0,-1,-4,AIR) B(0,-1,-3,AIR) 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,AIR) B(0,-1,4,AIR) B(0,0,-4,AIR) B(0,0,-3,AIR) B(0,0,-2,AIR) B(0,0,-1,AIR) B(0,0,0,AIR) B(0,0,1,AIR) B(0,0,2,AIR) B(0,0,3,AIR) B(0,0,4,AIR) B(0,1,-4,AIR) B(0,1,-3,AIR) 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,AIR) B(0,1,4,AIR) B(0,2,-4,AIR) B(0,2,-3,AIR) B(0,2,-2,AIR) B(0,2,-1,LEAVES_2:12) B(0,2,0,LEAVES_2:12) B(0,2,1,LEAVES_2:12) B(0,2,2,LEAVES_2:12) B(0,2,3,LEAVES_2:12) B(0,2,4,AIR) B(0,3,-4,AIR) B(0,3,-3,AIR) B(0,3,-2,AIR) B(0,3,-1,AIR) B(0,3,0,LEAVES_2:12) B(0,3,1,LEAVES_2:12) B(0,3,2,LEAVES_2:12) B(0,3,3,AIR) B(0,3,4,AIR) B(1,-6,0,GRASS) B(1,-5,0,GRASS) B(1,-5,1,GRASS) B(1,-4,-1,GRASS) B(1,-4,0,GRASS) B(1,-4,1,GRASS) B(1,-3,-1,GRASS) B(1,-3,0,GRASS) B(1,-3,1,STATIONARY_WATER) B(1,-3,2,GRASS) B(1,-3,3,GRASS) B(1,-2,-3,12:1) B(1,-2,-2,12:1) B(1,-2,-1,12:1) B(1,-2,0,STATIONARY_WATER) B(1,-2,1,STATIONARY_WATER) B(1,-2,2,STATIONARY_WATER) B(1,-2,3,DIRT) B(1,-1,-3,12:1) B(1,-1,-2,AIR) B(1,-1,-1,83) B(1,-1,0,AIR) B(1,-1,1,AIR) B(1,-1,2,AIR) B(1,-1,3,AIR) B(1,0,-3,AIR) B(1,0,-2,AIR) B(1,0,-1,83) B(1,0,0,AIR) B(1,0,1,AIR) B(1,0,2,AIR) B(1,0,3,AIR) B(1,1,-3,AIR) B(1,1,-2,AIR) B(1,1,-1,83) B(1,1,0,AIR) B(1,1,1,LOG_2) B(1,1,2,AIR) B(1,1,3,AIR) B(1,2,-3,AIR) B(1,2,-2,AIR) B(1,2,-1,LEAVES_2:12) B(1,2,0,LEAVES_2:12) B(1,2,1,LOG_2) B(1,2,2,LEAVES_2:12) B(1,2,3,LEAVES_2:12) B(1,3,-3,AIR) B(1,3,-2,AIR) B(1,3,-1,AIR) B(1,3,0,LEAVES_2:12) B(1,3,1,LEAVES_2:12) B(1,3,2,LEAVES_2:12) B(1,3,3,AIR) B(2,-5,0,GRASS) B(2,-5,1,GRASS) B(2,-4,0,GRASS) B(2,-4,1,GRASS) B(2,-4,2,GRASS) B(2,-3,-1,GRASS) B(2,-3,0,GRASS) B(2,-3,1,GRASS) B(2,-3,2,GRASS) B(2,-2,-2,12:1) B(2,-2,-1,DIRT) B(2,-2,0,DIRT) B(2,-2,1,STATIONARY_WATER) B(2,-2,2,DIRT) B(2,-2,3,12:1) B(2,-1,-2,12:1) B(2,-1,-1,AIR) B(2,-1,0,LOG_2) B(2,-1,1,AIR) B(2,-1,2,AIR) B(2,-1,3,AIR) B(2,0,-2,AIR) B(2,0,-1,AIR) B(2,0,0,LOG_2) B(2,0,1,AIR) B(2,0,2,AIR) B(2,0,3,AIR) B(2,1,-2,AIR) B(2,1,-1,AIR) B(2,1,0,AIR) B(2,1,1,AIR) B(2,1,2,AIR) B(2,1,3,AIR) B(2,2,-2,AIR) B(2,2,-1,LEAVES_2:12) B(2,2,0,LEAVES_2:12) B(2,2,1,LEAVES_2:12) B(2,2,2,LEAVES_2:12) B(2,2,3,LEAVES_2:12) B(2,3,-2,AIR) B(2,3,-1,AIR) B(2,3,0,LEAVES_2:12) B(2,3,1,LEAVES_2:12) B(2,3,2,LEAVES_2:12) B(2,3,3,AIR) B(3,-4,0,GRASS) B(3,-4,1,GRASS) B(3,-4,2,GRASS) B(3,-3,-1,GRASS) B(3,-3,0,GRASS) B(3,-3,1,GRASS) B(3,-3,2,GRASS) B(3,-2,-2,12:1) B(3,-2,-1,DIRT) B(3,-2,0,DIRT) B(3,-2,1,DIRT) B(3,-2,2,DIRT) B(3,-2,3,12:1) B(3,-1,-2,12:1) B(3,-1,-1,AIR) B(3,-1,0,AIR) B(3,-1,1,AIR) B(3,-1,2,AIR) B(3,-1,3,12:1) B(3,0,-2,AIR) B(3,0,-1,AIR) B(3,0,0,AIR) B(3,0,1,AIR) B(3,0,2,AIR) B(3,0,3,AIR) B(3,1,-2,AIR) B(3,1,-1,AIR) B(3,1,0,AIR) B(3,1,1,AIR) B(3,1,2,AIR) B(3,1,3,AIR) B(3,2,-2,AIR) B(3,2,-1,AIR) B(3,2,0,LEAVES_2:12) B(3,2,1,LEAVES_2:12) B(3,2,2,LEAVES_2:12) B(3,2,3,AIR) B(3,3,-2,AIR) B(3,3,-1,AIR) B(3,3,0,AIR) B(3,3,1,AIR) B(3,3,2,AIR) B(3,3,3,AIR) B(4,-3,0,GRASS) B(4,-3,1,GRASS) B(4,-3,2,GRASS) B(4,-3,3,GRASS) B(4,-2,-1,12:1) B(4,-2,0,DIRT) B(4,-2,1,DIRT) B(4,-2,2,12:1) B(4,-2,3,DIRT) B(4,-2,4,DIRT) B(4,-1,-1,12:1) B(4,-1,0,AIR) B(4,-1,1,AIR) B(4,-1,2,AIR) B(4,-1,3,DIRT) B(4,-1,4,12:1) B(4,0,-1,AIR) B(4,0,0,AIR) B(4,0,1,AIR) B(4,0,2,AIR) B(4,0,3,AIR) B(4,0,4,AIR) B(4,1,-1,AIR) B(4,1,0,AIR) B(4,1,1,AIR) B(4,1,2,AIR) B(4,1,3,AIR) B(4,1,4,AIR) B(4,2,-1,AIR) B(4,2,0,AIR) B(4,2,1,AIR) B(4,2,2,AIR) B(4,2,3,AIR) B(4,2,4,AIR) B(4,3,-1,AIR) B(4,3,0,AIR) B(4,3,1,AIR) B(4,3,2,AIR) B(4,3,3,AIR) B(4,3,4,AIR) B(5,-2,0,DIRT) B(5,-2,1,DIRT) B(5,-2,2,DIRT) B(5,-1,0,DIRT) B(5,-1,1,DIRT) B(5,-1,2,DIRT) B(5,0,0,AIR) B(5,0,1,AIR) B(5,0,2,AIR) B(5,1,0,AIR) B(5,1,1,AIR) B(5,1,2,AIR) B(5,2,0,AIR) B(5,2,1,AIR) B(5,2,2,AIR) B(5,3,0,AIR) B(5,3,1,AIR) B(5,3,2,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,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) 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 BlockCheck(0,-1,0,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) BlockCheck(2,-1,2,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) BlockCheck(-2,-1,-2,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) BlockCheck(2,-1,0,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) BlockCheck(0,-1,2,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) BlockCheck(-2,-1,0,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) BlockCheck(0,-1,-2,SAND,SAND:1,HARD_CLAY,CLAY,159,STONE,STONE:1,STONE:2,DIRT,DIRT:1,DIRT:2,SANDSTONE,179,GRASS) ####################################################################### # +-----------------------------------------------------------------+ # # | 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