####################################################################### # +-----------------------------------------------------------------+ # # | 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: MC_Pitman # 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: 10.0 # 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: -1 # 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: 0 # When in randomY mode used as the maximum Y to spawn this BO3 at. MaxHeight: 46 ###################### # 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: 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. # 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(-8,0,0,PRISMARINE) B(-8,0,1,PRISMARINE) B(-8,0,2,PRISMARINE) B(-8,1,0,PRISMARINE) B(-8,1,2,SPONGE) B(-7,0,-2,PRISMARINE) B(-7,0,-1,PRISMARINE) B(-7,0,0,CLAY) B(-7,0,1,PRISMARINE) B(-7,0,2,PRISMARINE) B(-7,0,3,CLAY) B(-7,0,4,PRISMARINE) B(-7,1,-2,PRISMARINE) B(-7,1,-1,CLAY) B(-7,1,0,PRISMARINE) B(-7,1,1,PRISMARINE) B(-7,1,2,PRISMARINE) B(-7,1,3,SPONGE) B(-7,2,0,PRISMARINE) B(-7,2,1,PRISMARINE) B(-7,2,3,PRISMARINE) B(-7,3,0,PRISMARINE) B(-7,3,1,PRISMARINE) B(0,5,-1,STATIONARY_WATER) E(0,5,-1,Guardian,1,Guardian.txt) B(-6,0,-5,PRISMARINE) B(-6,0,-4,PRISMARINE) B(-6,0,-3,PRISMARINE) B(-6,0,-2,PRISMARINE) B(-6,0,-1,PRISMARINE) B(-6,0,0,PRISMARINE) B(-6,0,1,PRISMARINE) B(-6,0,2,PRISMARINE) B(-6,0,3,PRISMARINE) B(-6,0,4,PRISMARINE) B(-6,0,5,CLAY) B(-6,1,-4,PRISMARINE) B(-6,1,-3,PRISMARINE) B(-6,1,-2,PRISMARINE) B(-6,1,-1,PRISMARINE) B(-6,1,0,CLAY) B(-6,1,1,PRISMARINE) B(-6,1,5,PRISMARINE) B(-6,2,-2,PRISMARINE) B(-6,2,-1,PRISMARINE) B(-6,2,0,PRISMARINE) B(-6,2,1,PRISMARINE) B(-6,3,-1,SPONGE:1) B(-6,3,1,PRISMARINE) B(-6,4,-1,SPONGE:1) B(-5,0,-6,PRISMARINE) B(-5,0,-5,PRISMARINE) B(-5,0,-2,PRISMARINE) B(-5,0,-1,PRISMARINE) B(-5,0,0,PRISMARINE) B(-5,0,1,SPONGE) B(-5,0,2,PRISMARINE) B(-5,0,3,PRISMARINE) B(-5,0,4,PRISMARINE) B(-5,0,6,PRISMARINE) B(-5,1,-6,PRISMARINE) B(-5,1,-5,CLAY) B(-5,1,-2,PRISMARINE) B(-5,1,-1,PRISMARINE) B(-5,1,0,PRISMARINE) B(-5,1,1,PRISMARINE) B(-5,1,2,PRISMARINE) B(-5,1,3,PRISMARINE) B(-5,1,4,PRISMARINE) B(-5,2,-2,PRISMARINE) B(-5,2,1,PRISMARINE) B(-5,2,4,PRISMARINE) B(-5,3,1,CLAY) B(-5,3,4,SPONGE:1) B(-5,4,1,PRISMARINE) B(-5,4,4,SPONGE:1) B(-5,5,4,SPONGE:1) B(-5,6,5,SPONGE:1) B(-4,0,-7,PRISMARINE) B(-4,0,-6,PRISMARINE) B(-4,0,-5,PRISMARINE) B(-4,0,-4,PRISMARINE) B(-4,0,-3,PRISMARINE) B(-4,0,-2,PRISMARINE) B(-4,0,-1,PRISMARINE) B(-4,0,0,PRISMARINE) B(-4,0,1,PRISMARINE) B(-4,0,2,PRISMARINE) B(-4,0,3,PRISMARINE) B(-4,0,4,SPONGE) B(-4,0,5,PRISMARINE) B(-4,0,6,PRISMARINE) B(-4,0,7,PRISMARINE) B(-4,1,-7,PRISMARINE) B(-4,1,-5,PRISMARINE) B(-4,1,-4,PRISMARINE) B(-4,1,-3,PRISMARINE) B(-4,1,-2,PRISMARINE) B(-4,1,0,PRISMARINE) B(-4,1,1,CLAY) B(-4,1,2,PRISMARINE) B(-4,1,4,CLAY) B(-4,1,5,CLAY) B(-4,2,-5,SPONGE:1) B(-4,2,0,CLAY) B(-4,2,1,PRISMARINE) B(-4,2,2,PRISMARINE) B(-4,2,4,PRISMARINE) B(-4,2,5,PRISMARINE) B(-4,3,-5,SPONGE:1) B(-4,3,1,PRISMARINE) B(-4,3,2,PRISMARINE) B(-4,3,5,CLAY) B(-4,4,-5,SPONGE:1) B(-4,4,2,PRISMARINE) B(-4,5,2,SPONGE:1) B(-4,6,2,SPONGE:1) B(-3,0,-7,SPONGE) B(-3,0,-5,PRISMARINE) B(-3,0,-4,PRISMARINE) B(-3,0,-3,PRISMARINE) B(-3,0,-2,PRISMARINE) B(-3,0,-1,PRISMARINE) B(-3,0,0,PRISMARINE) B(-3,0,1,PRISMARINE) B(-3,0,2,PRISMARINE) B(-3,0,3,PRISMARINE) B(-3,0,4,PRISMARINE) B(-3,0,5,PRISMARINE) B(-3,0,6,PRISMARINE) B(-3,0,7,PRISMARINE) B(-3,1,-5,PRISMARINE) B(-3,1,-4,PRISMARINE) B(-3,1,-3,PRISMARINE) B(-3,1,-2,CLAY) B(-3,1,-1,PRISMARINE) B(-3,1,0,PRISMARINE) B(-3,1,1,PRISMARINE) B(-3,1,2,PRISMARINE) B(-3,1,3,PRISMARINE) B(-3,1,7,PRISMARINE) B(-3,2,-5,CLAY) B(-3,2,-4,PRISMARINE) B(-3,2,-3,PRISMARINE) B(-3,2,-2,CLAY) B(-3,2,-1,PRISMARINE) B(-3,2,0,PRISMARINE) B(-3,2,1,PRISMARINE) B(-3,2,2,PRISMARINE) B(-3,3,-4,PRISMARINE) B(-3,3,0,PRISMARINE) B(-3,4,0,SPONGE:1) B(-3,5,0,SPONGE:1) B(-3,6,0,SPONGE:1) B(-3,7,-1,SPONGE:1) B(-2,0,-8,PRISMARINE) B(-2,0,-7,PRISMARINE) B(-2,0,-6,PRISMARINE) B(-2,0,-5,PRISMARINE) B(-2,0,-4,PRISMARINE) B(-2,0,-3,SPONGE) B(-2,0,-2,PRISMARINE) B(-2,0,-1,PRISMARINE) B(-2,0,0,PRISMARINE) B(-2,0,1,PRISMARINE) B(-2,0,2,PRISMARINE) B(-2,0,3,PRISMARINE) B(-2,0,4,PRISMARINE) B(-2,0,5,PRISMARINE) B(-2,0,6,PRISMARINE) B(-2,0,7,PRISMARINE) B(-2,0,8,PRISMARINE) B(-2,1,-6,PRISMARINE) B(-2,1,-5,PRISMARINE) B(-2,1,-4,PRISMARINE) B(-2,1,-3,PRISMARINE) B(-2,1,-2,PRISMARINE) B(-2,1,-1,CLAY) B(-2,1,0,PRISMARINE) B(-2,1,1,PRISMARINE) B(-2,1,2,PRISMARINE) B(-2,1,3,PRISMARINE) B(-2,1,4,PRISMARINE) B(-2,1,5,PRISMARINE) B(-2,2,-6,PRISMARINE) B(-2,2,-4,PRISMARINE) B(-2,2,-3,PRISMARINE) B(-2,2,-2,PRISMARINE) B(-2,2,-1,CLAY) B(-2,2,0,PRISMARINE) B(-2,2,1,PRISMARINE) B(-2,2,2,PRISMARINE) B(-2,2,3,SPONGE) B(-2,2,4,SPONGE:1) B(-2,3,-3,SPONGE:1) B(-2,3,-2,PRISMARINE) B(-2,3,-1,CLAY) B(-2,3,0,PRISMARINE) B(-2,3,2,PRISMARINE) B(-2,3,4,SPONGE:1) B(-2,4,-3,SPONGE:1) B(-2,4,-1,PRISMARINE) B(-2,5,-3,SPONGE:1) B(-1,0,-8,CLAY) B(-1,0,-6,PRISMARINE) B(-1,0,-5,PRISMARINE) B(-1,0,-4,PRISMARINE) B(-1,0,-3,CLAY) B(-1,0,-2,PRISMARINE) B(-1,0,-1,PRISMARINE) B(-1,0,0,CLAY) B(-1,0,1,PRISMARINE) B(-1,0,2,PRISMARINE) B(-1,0,3,PRISMARINE) B(-1,0,4,PRISMARINE) B(-1,0,5,PRISMARINE) B(-1,0,6,PRISMARINE) B(-1,0,7,PRISMARINE) B(-1,1,-6,CLAY) B(-1,1,-5,PRISMARINE) B(-1,1,-4,PRISMARINE) B(-1,1,-3,PRISMARINE) B(-1,1,-2,PRISMARINE) B(-1,1,-1,PRISMARINE) B(-1,1,0,PRISMARINE) B(-1,1,1,CLAY) B(-1,1,2,PRISMARINE) B(-1,1,3,PRISMARINE) B(-1,1,4,PRISMARINE) B(-1,1,5,PRISMARINE) B(-1,1,6,PRISMARINE) B(-1,2,-6,PRISMARINE) B(-1,2,-4,PRISMARINE) B(-1,2,-1,CLAY) B(-1,2,0,PRISMARINE) B(-1,2,1,PRISMARINE) B(-1,2,2,PRISMARINE) B(-1,2,3,PRISMARINE) B(-1,2,4,PRISMARINE) B(-1,2,6,PRISMARINE) B(-1,3,-4,PRISMARINE) B(-1,3,2,PRISMARINE) B(-1,3,3,PRISMARINE) B(-1,3,4,PRISMARINE) B(-1,4,4,SPONGE:1) B(-1,5,4,SPONGE:1) B(-1,6,-3,SPONGE:1) B(-1,6,4,SPONGE:1) B(0,0,-8,PRISMARINE) B(0,0,-7,PRISMARINE) B(0,0,-6,PRISMARINE) B(0,0,-5,PRISMARINE) B(0,0,-3,PRISMARINE) B(0,0,-2,PRISMARINE) B(0,0,-1,PRISMARINE) B(0,0,0,PRISMARINE) B(0,0,1,PRISMARINE) B(0,0,2,PRISMARINE) B(0,0,3,CLAY) B(0,0,4,SPONGE) B(0,0,5,PRISMARINE) B(0,0,6,PRISMARINE) B(0,0,7,PRISMARINE) B(0,0,8,PRISMARINE) B(0,1,-8,CLAY) B(0,1,-7,CLAY) B(0,1,-6,CLAY) B(0,1,-5,PRISMARINE) B(0,1,-3,CLAY) B(0,1,-2,SPONGE) B(0,1,-1,PRISMARINE) B(0,1,0,PRISMARINE) B(0,1,1,PRISMARINE) B(0,1,2,PRISMARINE) B(0,1,3,PRISMARINE) B(0,1,4,PRISMARINE) B(0,1,5,PRISMARINE) B(0,1,7,PRISMARINE) B(0,1,8,PRISMARINE) B(0,2,-8,CLAY) B(0,2,-6,PRISMARINE) B(0,2,-5,CLAY) B(0,2,-2,PRISMARINE) B(0,2,-1,PRISMARINE) B(0,2,1,PRISMARINE) B(0,2,2,PRISMARINE) B(0,2,3,PRISMARINE) B(0,2,4,PRISMARINE) B(0,2,5,CLAY) B(0,2,7,PRISMARINE) B(0,3,-6,CLAY) B(0,3,-1,PRISMARINE) B(0,3,1,PRISMARINE) B(0,3,3,PRISMARINE) B(0,3,4,PRISMARINE) B(0,4,-1,SPONGE:1) B(0,5,-1,SPONGE:1) B(1,0,-7,PRISMARINE) B(1,0,-6,SPONGE) B(1,0,-5,PRISMARINE) B(1,0,-4,PRISMARINE) B(1,0,-3,PRISMARINE) B(1,0,-2,PRISMARINE) B(1,0,-1,CLAY) B(1,0,0,PRISMARINE) B(1,0,1,PRISMARINE) B(1,0,2,PRISMARINE) B(1,0,3,PRISMARINE) B(1,0,4,PRISMARINE) B(1,0,5,PRISMARINE) B(1,0,6,PRISMARINE) B(1,0,7,PRISMARINE) B(1,0,8,PRISMARINE) B(1,1,-7,PRISMARINE) B(1,1,-6,PRISMARINE) B(1,1,-4,PRISMARINE) B(1,1,-3,PRISMARINE) B(1,1,-2,PRISMARINE) B(1,1,-1,PRISMARINE) B(1,1,0,CLAY) B(1,1,1,CLAY) B(1,1,2,PRISMARINE) B(1,1,3,PRISMARINE) B(1,1,4,PRISMARINE) B(1,1,5,PRISMARINE) B(1,1,6,PRISMARINE) B(1,2,-4,PRISMARINE) B(1,2,-3,CLAY) B(1,2,-2,PRISMARINE) B(1,2,-1,PRISMARINE) B(1,2,0,PRISMARINE) B(1,2,1,PRISMARINE) B(1,2,2,PRISMARINE) B(1,2,3,CLAY) B(1,2,4,PRISMARINE) B(1,2,5,CLAY) B(1,3,-3,CLAY) B(1,3,-2,PRISMARINE) B(1,3,2,SPONGE:1) B(1,4,2,SPONGE:1) B(1,5,2,SPONGE:1) B(2,0,-8,CLAY) B(2,0,-7,SPONGE) B(2,0,-6,PRISMARINE) B(2,0,-5,PRISMARINE) B(2,0,-4,PRISMARINE) B(2,0,-3,PRISMARINE) B(2,0,-2,CLAY) B(2,0,-1,SPONGE) B(2,0,0,CLAY) B(2,0,1,CLAY) B(2,0,2,PRISMARINE) B(2,0,3,PRISMARINE) B(2,0,4,PRISMARINE) B(2,0,5,PRISMARINE) B(2,0,6,CLAY) B(2,0,7,PRISMARINE) B(2,0,8,PRISMARINE) B(2,1,-8,PRISMARINE) B(2,1,-6,PRISMARINE) B(2,1,-5,PRISMARINE) B(2,1,-4,PRISMARINE) B(2,1,-3,PRISMARINE) B(2,1,-2,SPONGE) B(2,1,-1,PRISMARINE) B(2,1,0,SPONGE) B(2,1,1,CLAY) B(2,1,2,PRISMARINE) B(2,1,3,CLAY) B(2,1,4,PRISMARINE) B(2,1,5,PRISMARINE) B(2,1,6,CLAY) B(2,1,7,CLAY) B(2,2,-6,PRISMARINE) B(2,2,-5,CLAY) B(2,2,-4,PRISMARINE) B(2,2,-3,CLAY) B(2,2,-2,PRISMARINE) B(2,2,-1,PRISMARINE) B(2,2,0,PRISMARINE) B(2,2,1,PRISMARINE) B(2,2,2,PRISMARINE) B(2,2,3,PRISMARINE) B(2,2,4,PRISMARINE) B(2,2,5,PRISMARINE) B(2,2,6,CLAY) B(2,3,-6,PRISMARINE) B(2,3,-5,PRISMARINE) B(2,3,-3,PRISMARINE) B(2,3,4,PRISMARINE) B(2,3,5,PRISMARINE) B(2,4,-5,SPONGE:1) B(2,5,-5,SPONGE:1) B(2,6,-5,SPONGE:1) B(3,0,-7,CLAY) B(3,0,-6,PRISMARINE) B(3,0,-5,CLAY) B(3,0,-4,CLAY) B(3,0,-3,PRISMARINE) B(3,0,-2,PRISMARINE) B(3,0,-1,PRISMARINE) B(3,0,0,PRISMARINE) B(3,0,1,CLAY) B(3,0,2,PRISMARINE) B(3,0,3,CLAY) B(3,0,4,CLAY) B(3,0,5,PRISMARINE) B(3,0,6,PRISMARINE) B(3,1,-6,CLAY) B(3,1,-5,PRISMARINE) B(3,1,-4,SPONGE) B(3,1,-3,PRISMARINE) B(3,1,-2,CLAY) B(3,1,-1,PRISMARINE) B(3,1,0,PRISMARINE) B(3,1,1,PRISMARINE) B(3,1,2,PRISMARINE) B(3,1,3,PRISMARINE) B(3,1,4,PRISMARINE) B(3,1,5,PRISMARINE) B(3,1,6,SPONGE:1) B(3,2,-6,PRISMARINE) B(3,2,-5,PRISMARINE) B(3,2,-4,CLAY) B(3,2,-3,SPONGE) B(3,2,-2,CLAY) B(3,2,-1,CLAY) B(3,2,0,PRISMARINE) B(3,2,1,CLAY) B(3,2,2,PRISMARINE) B(3,2,3,PRISMARINE) B(3,3,-6,PRISMARINE) B(3,3,-4,PRISMARINE) B(3,3,-3,PRISMARINE) B(3,3,-2,PRISMARINE) B(3,3,-1,PRISMARINE) B(3,4,-6,PRISMARINE) B(3,4,-4,PRISMARINE) B(3,4,-1,SPONGE:1) B(3,5,-1,SPONGE:1) B(3,6,0,SPONGE:1) B(4,0,-7,PRISMARINE) B(4,0,-6,PRISMARINE) B(4,0,-5,PRISMARINE) B(4,0,-4,PRISMARINE) B(4,0,-3,PRISMARINE) B(4,0,-2,PRISMARINE) B(4,0,-1,PRISMARINE) B(4,0,0,PRISMARINE) B(4,0,1,PRISMARINE) B(4,0,2,PRISMARINE) B(4,0,3,PRISMARINE) B(4,0,4,PRISMARINE) B(4,0,5,PRISMARINE) B(4,0,6,PRISMARINE) B(4,0,7,PRISMARINE) B(4,1,-6,PRISMARINE) B(4,1,-4,PRISMARINE) B(4,1,-3,PRISMARINE) B(4,1,-2,PRISMARINE) B(4,1,-1,PRISMARINE) B(4,1,0,PRISMARINE) B(4,1,1,PRISMARINE) B(4,1,2,PRISMARINE) B(4,1,3,PRISMARINE) B(4,1,4,PRISMARINE) B(4,1,6,PRISMARINE) B(4,2,-4,CLAY) B(4,2,-2,PRISMARINE) B(4,2,-1,PRISMARINE) B(4,2,0,PRISMARINE) B(4,2,1,CLAY) B(4,2,2,PRISMARINE) B(4,2,3,PRISMARINE) B(4,2,6,PRISMARINE) B(4,3,0,CLAY) B(4,3,3,SPONGE:1) B(4,3,6,PRISMARINE) B(4,4,3,SPONGE:1) B(4,5,3,SPONGE:1) B(5,0,-7,PRISMARINE) B(5,0,-6,CLAY) B(5,0,-5,PRISMARINE) B(5,0,-4,CLAY) B(5,0,-3,PRISMARINE) B(5,0,-2,PRISMARINE) B(5,0,-1,PRISMARINE) B(5,0,0,PRISMARINE) B(5,0,1,PRISMARINE) B(5,0,2,PRISMARINE) B(5,0,3,PRISMARINE) B(5,0,4,PRISMARINE) B(5,0,5,SPONGE) B(5,0,6,PRISMARINE) B(5,1,-6,CLAY) B(5,1,-5,PRISMARINE) B(5,1,-4,PRISMARINE) B(5,1,-3,PRISMARINE) B(5,1,-2,PRISMARINE) B(5,1,-1,PRISMARINE) B(5,1,0,PRISMARINE) B(5,1,1,CLAY) B(5,1,2,PRISMARINE) B(5,1,3,CLAY) B(5,1,4,PRISMARINE) B(5,1,6,PRISMARINE) B(5,2,-6,CLAY) B(5,2,-5,CLAY) B(5,2,-2,PRISMARINE) B(5,2,-1,PRISMARINE) B(5,2,1,CLAY) B(5,2,3,PRISMARINE) B(5,2,4,PRISMARINE) B(6,0,-6,CLAY) B(6,0,-5,PRISMARINE) B(6,0,-4,PRISMARINE) B(6,0,-3,PRISMARINE) B(6,0,-2,CLAY) B(6,0,-1,PRISMARINE) B(6,0,0,SPONGE) B(6,0,1,PRISMARINE) B(6,0,2,PRISMARINE) B(6,0,3,PRISMARINE) B(6,0,4,PRISMARINE) B(6,0,5,PRISMARINE) B(6,1,-5,PRISMARINE) B(6,1,-4,CLAY) B(6,1,-3,CLAY) B(6,1,-2,PRISMARINE) B(6,1,-1,PRISMARINE) B(6,1,0,PRISMARINE) B(6,1,1,CLAY) B(6,1,2,CLAY) B(6,1,3,PRISMARINE) B(6,1,5,PRISMARINE) B(6,2,-5,SPONGE) B(6,2,-2,PRISMARINE) B(6,2,-1,PRISMARINE) B(6,2,1,PRISMARINE) B(6,2,3,PRISMARINE) B(6,2,5,PRISMARINE) B(6,3,-2,SPONGE:1) B(6,3,1,PRISMARINE) B(6,4,-2,SPONGE:1) B(6,5,-1,SPONGE:1) B(6,6,-1,SPONGE:1) B(7,0,-4,PRISMARINE) B(7,0,-2,PRISMARINE) B(7,0,-1,CLAY) B(7,0,0,PRISMARINE) B(7,0,1,PRISMARINE) B(7,0,2,PRISMARINE) B(7,0,3,PRISMARINE) B(7,0,4,CLAY) B(7,1,-2,PRISMARINE) B(7,1,-1,CLAY) B(7,1,0,PRISMARINE) B(7,2,-2,PRISMARINE) B(7,2,-1,PRISMARINE) B(8,0,-2,PRISMARINE) B(8,0,-1,PRISMARINE) B(8,0,0,PRISMARINE) B(8,0,2,CLAY) B(8,1,2,PRISMARINE) ####################################################################### # +-----------------------------------------------------------------+ # # | 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,biomesoplenty:grass:0,biomesoplenty:grass:1,biomesoplenty:grass:2,biomesoplenty:grass:3,biomesoplenty:grass:4,biomesoplenty:grass:5,biomesoplenty:grass:6,biomesoplenty:grass:7,biomesoplenty:dirt:0,biomesoplenty:dirt:1,biomesoplenty:dirt:2,biomesoplenty:dirt:3,biomesoplenty:dirt:4,biomesoplenty:dirt:5,biomesoplenty:dirt:6,biomesoplenty:dirt:7,biomesoplenty:dirt:8,biomesoplenty:dirt:9,biomesoplenty:dirt:10,biomesoplenty:dried_sand:0,biomesoplenty:hard_ice:0,biomesoplenty:white_sand:0,biomesoplenty:white_sandstone:0,biomesoplenty:mud:0,biomesoplenty:ash_block:0) 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,-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 ####################################################################### # +-----------------------------------------------------------------+ # # | 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