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- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | 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: Wolf_743
- # 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: 20.0
- # 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: 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
- ######################
- # 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
- # 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 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(0,0,-3,STONE)
- Block(0,0,-1,STONE)
- Block(0,0,1,STONE)
- Block(0,0,3,STONE)
- Block(0,1,-5,STONE)
- Block(0,1,-3,STONE)
- Block(0,1,-2,STONE)
- Block(0,1,-1,STONE)
- Block(0,1,0,STONE)
- Block(0,1,1,STONE)
- Block(0,1,2,STONE)
- Block(0,1,3,STONE)
- Block(0,1,5,STONE)
- Block(0,2,-7,STONE)
- Block(0,2,-5,STONE)
- Block(0,2,-4,STONE)
- Block(0,2,-3,STONE)
- Block(0,2,-2,STONE)
- Block(0,2,-1,STONE)
- Block(0,2,0,STONE)
- Block(0,2,1,STONE)
- Block(0,2,2,STONE)
- Block(0,2,3,STONE)
- Block(0,2,4,STONE)
- Block(0,2,5,STONE)
- Block(0,2,7,STONE)
- Block(0,3,-8,STONE)
- Block(0,3,-7,STONE)
- Block(0,3,-6,STONE)
- Block(0,3,-5,STONE)
- Block(0,3,-4,STONE)
- Block(0,3,-1,STONE)
- Block(0,3,0,STONE)
- Block(0,3,1,STONE)
- Block(0,3,4,STONE)
- Block(0,3,5,STONE)
- Block(0,3,6,STONE)
- Block(0,3,7,STONE)
- Block(0,3,8,STONE)
- Block(0,4,-9,STONE)
- Block(0,4,-8,STONE)
- Block(0,4,-7,STONE)
- Block(0,4,-6,STONE)
- Block(0,4,-1,STONE)
- Block(0,4,0,STONE)
- Block(0,4,1,STONE)
- Block(0,4,6,STONE)
- Block(0,4,7,STONE)
- Block(0,4,8,STONE)
- Block(0,4,9,STONE)
- Block(0,5,-8,STONE)
- Block(0,5,-7,STONE)
- Block(0,5,-1,STONE)
- Block(0,5,0,STONE)
- Block(0,5,1,STONE)
- Block(0,5,7,STONE)
- Block(0,5,8,STONE)
- Block(0,6,-10,STONE)
- Block(0,6,-9,STONE)
- Block(0,6,-8,STONE)
- Block(0,6,-1,STONE)
- Block(0,6,0,STONE)
- Block(0,6,1,STONE)
- Block(0,6,8,STONE)
- Block(0,6,9,STONE)
- Block(0,6,10,STONE)
- Block(0,7,-9,STONE)
- Block(0,7,-8,STONE)
- Block(0,7,-1,STONE)
- Block(0,7,0,STONE)
- Block(0,7,1,STONE)
- Block(0,7,8,STONE)
- Block(0,7,9,STONE)
- Block(0,8,-11,STONE)
- Block(0,8,-10,STONE)
- Block(0,8,-9,STONE)
- Block(0,8,-1,STONE)
- Block(0,8,0,STONE)
- Block(0,8,1,STONE)
- Block(0,8,9,STONE)
- Block(0,8,10,STONE)
- Block(0,8,11,STONE)
- Block(0,9,-10,STONE)
- Block(0,9,-9,STONE)
- Block(0,9,-2,STONE)
- Block(0,9,-1,STONE)
- Block(0,9,0,STONE)
- Block(0,9,1,STONE)
- Block(0,9,2,STONE)
- Block(0,9,9,STONE)
- Block(0,9,10,STONE)
- Block(0,10,-11,STONE)
- Block(0,10,-10,STONE)
- Block(0,10,-9,STONE)
- Block(0,10,-8,STONE)
- Block(0,10,-7,STONE)
- Block(0,10,-6,STONE)
- Block(0,10,-5,STONE)
- Block(0,10,-4,STONE)
- Block(0,10,-3,STONE)
- Block(0,10,-2,STONE)
- Block(0,10,2,STONE)
- Block(0,10,3,STONE)
- Block(0,10,4,STONE)
- Block(0,10,5,STONE)
- Block(0,10,6,STONE)
- Block(0,10,7,STONE)
- Block(0,10,8,STONE)
- Block(0,10,9,STONE)
- Block(0,10,10,STONE)
- Block(0,10,11,STONE)
- Block(0,11,-10,STONE)
- Block(0,11,-9,STONE)
- Block(0,11,-8,STONE)
- Block(0,11,-7,STONE)
- Block(0,11,-6,STONE)
- Block(0,11,-5,STONE)
- Block(0,11,-4,STONE)
- Block(0,11,-3,STONE)
- Block(0,11,-2,STONE)
- Block(0,11,2,STONE)
- Block(0,11,3,STONE)
- Block(0,11,4,STONE)
- Block(0,11,5,STONE)
- Block(0,11,6,STONE)
- Block(0,11,7,STONE)
- Block(0,11,8,STONE)
- Block(0,11,9,STONE)
- Block(0,11,10,STONE)
- Block(0,12,-11,STONE)
- Block(0,12,-10,STONE)
- Block(0,12,-9,STONE)
- Block(0,12,-8,STONE)
- Block(0,12,-7,STONE)
- Block(0,12,-6,STONE)
- Block(0,12,-5,STONE)
- Block(0,12,-4,STONE)
- Block(0,12,-3,STONE)
- Block(0,12,-2,STONE)
- Block(0,12,2,STONE)
- Block(0,12,3,STONE)
- Block(0,12,4,STONE)
- Block(0,12,5,STONE)
- Block(0,12,6,STONE)
- Block(0,12,7,STONE)
- Block(0,12,8,STONE)
- Block(0,12,9,STONE)
- Block(0,12,10,STONE)
- Block(0,12,11,STONE)
- Block(0,13,-10,STONE)
- Block(0,13,-9,STONE)
- Block(0,13,-2,STONE)
- Block(0,13,-1,STONE)
- Block(0,13,0,STONE)
- Block(0,13,1,STONE)
- Block(0,13,2,STONE)
- Block(0,13,9,STONE)
- Block(0,13,10,STONE)
- Block(0,14,-11,STONE)
- Block(0,14,-10,STONE)
- Block(0,14,-9,STONE)
- Block(0,14,-1,STONE)
- Block(0,14,0,STONE)
- Block(0,14,1,STONE)
- Block(0,14,9,STONE)
- Block(0,14,10,STONE)
- Block(0,14,11,STONE)
- Block(0,15,-9,STONE)
- Block(0,15,-8,STONE)
- Block(0,15,-1,STONE)
- Block(0,15,0,STONE)
- Block(0,15,1,STONE)
- Block(0,15,8,STONE)
- Block(0,15,9,STONE)
- Block(0,16,-10,STONE)
- Block(0,16,-9,STONE)
- Block(0,16,-8,STONE)
- Block(0,16,-1,STONE)
- Block(0,16,0,STONE)
- Block(0,16,1,STONE)
- Block(0,16,8,STONE)
- Block(0,16,9,STONE)
- Block(0,16,10,STONE)
- Block(0,17,-8,STONE)
- Block(0,17,-7,STONE)
- Block(0,17,-1,STONE)
- Block(0,17,0,STONE)
- Block(0,17,1,STONE)
- Block(0,17,7,STONE)
- Block(0,17,8,STONE)
- Block(0,18,-9,STONE)
- Block(0,18,-8,STONE)
- Block(0,18,-7,STONE)
- Block(0,18,-6,STONE)
- Block(0,18,-1,STONE)
- Block(0,18,0,STONE)
- Block(0,18,1,STONE)
- Block(0,18,6,STONE)
- Block(0,18,7,STONE)
- Block(0,18,8,STONE)
- Block(0,18,9,STONE)
- Block(0,19,-8,STONE)
- Block(0,19,-7,STONE)
- Block(0,19,-6,STONE)
- Block(0,19,-5,STONE)
- Block(0,19,-4,STONE)
- Block(0,19,-1,STONE)
- Block(0,19,0,STONE)
- Block(0,19,1,STONE)
- Block(0,19,4,STONE)
- Block(0,19,5,STONE)
- Block(0,19,6,STONE)
- Block(0,19,7,STONE)
- Block(0,19,8,STONE)
- Block(0,20,-7,STONE)
- Block(0,20,-5,STONE)
- Block(0,20,-4,STONE)
- Block(0,20,-3,STONE)
- Block(0,20,-2,STONE)
- Block(0,20,-1,STONE)
- Block(0,20,0,STONE)
- Block(0,20,1,STONE)
- Block(0,20,2,STONE)
- Block(0,20,3,STONE)
- Block(0,20,4,STONE)
- Block(0,20,5,STONE)
- Block(0,20,7,STONE)
- Block(0,21,-5,STONE)
- Block(0,21,-3,STONE)
- Block(0,21,-2,STONE)
- Block(0,21,-1,STONE)
- Block(0,21,0,STONE)
- Block(0,21,1,STONE)
- Block(0,21,2,STONE)
- Block(0,21,3,STONE)
- Block(0,21,5,STONE)
- Block(0,22,-3,STONE)
- Block(0,22,-1,STONE)
- Block(0,22,1,STONE)
- Block(0,22,3,STONE)
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | 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,-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,SOUL_SAND)
- ###The surface of my world is made of soul sand
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | 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
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