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wolf's bo3 config

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Feb 7th, 2016
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  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # |                            BO3 object                           | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8. # This is the config file of a custom object.
  9. # If you add this object correctly to your BiomeConfigs, it will spawn in the world.
  10.  
  11. # This is the creator of this BO3 object
  12. Author: Wolf_743
  13.  
  14. # A short description of this BO3 object
  15. Description: No description given
  16.  
  17. # The BO3 version, don't change this! It can be used by external applications to do a version check.
  18. Version: 3
  19.  
  20. # The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
  21. SettingsMode: WriteDisable
  22.  
  23.  
  24. #######################################################################
  25. # +-----------------------------------------------------------------+ #
  26. # |                          Main settings                          | #
  27. # +-----------------------------------------------------------------+ #
  28. #######################################################################
  29.  
  30. # This needs to be set to true to spawn the object in the Tree and Sapling resources.
  31. Tree: false
  32.  
  33. # The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
  34. # Ignored by Tree(..), Sapling(..) and CustomStructure(..)
  35. Frequency: 1
  36.  
  37. # The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
  38. # Ignored by Tree(..), Sapling(..) and CustomStructure(..)
  39. Rarity: 20.0
  40.  
  41. # If you set this to true, the BO3 will be placed with a random rotation.
  42. RotateRandomly: true
  43.  
  44. # The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
  45. SpawnHeight: highestSolidBlock
  46.  
  47. # The offset from the spawn height to spawn this BO3
  48. # Ex. SpawnHeight = highestSolidBlock, SpawnHeightOffset = 3; This object will spawn 3 blocks above the highest solid block
  49. SpawnHeightOffset: 0
  50.  
  51. # A random amount to offset the spawn location from the spawn offset height
  52. # Ex. SpawnHeightOffset = 3, SpawnHeightVariance = 3; This object will spawn 3 to 6 blocks above the original spot it would have spawned
  53. SpawnHeightVariance: 0
  54.  
  55. ######################
  56. # Extrusion settings #
  57. ######################
  58.  
  59. # The style of extrusion you wish to use - BottomDown, TopUp, None (Default)
  60. ExtrudeMode: None
  61.  
  62. # The blocks to extrude your BO3 through
  63. ExtrudeThroughBlocks: AIR
  64.  
  65. # The height limits for the BO3.
  66. MinHeight: 0
  67.  
  68. MaxHeight: 256
  69.  
  70. # Objects can have other objects attacthed to it: branches. Branches can also
  71. # have branches attached to it, which can also have branches, etc. This is the
  72. # maximum branch depth for this objects.
  73. MaxBranchDepth: 10
  74.  
  75. # When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
  76. # If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored.
  77. ExcludedBiomes: All
  78.  
  79.  
  80. #######################################################################
  81. # +-----------------------------------------------------------------+ #
  82. # |                      Source block settings                      | #
  83. # +-----------------------------------------------------------------+ #
  84. #######################################################################
  85.  
  86. # The block(s) the BO3 should spawn in.
  87. SourceBlocks: AIR
  88.  
  89. # The maximum percentage of the BO3 that can be outside the SourceBlock.
  90. # The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage.
  91. MaxPercentageOutsideSourceBlock: 100
  92.  
  93. # What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
  94. OutsideSourceBlock: placeAnyway
  95.  
  96.  
  97. #######################################################################
  98. # +-----------------------------------------------------------------+ #
  99. # |                              Blocks                             | #
  100. # +-----------------------------------------------------------------+ #
  101. #######################################################################
  102.  
  103. # All the blocks used in the BO3 are listed here. Possible blocks:
  104. # Block(x,y,z,id[.data][,nbtfile.nbt)
  105. # RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
  106. # So RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
  107. # the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
  108. # fails, a 100% percent chance to have the contents of anotherchest.nbt.
  109. Block(0,0,-3,STONE)
  110. Block(0,0,-1,STONE)
  111. Block(0,0,1,STONE)
  112. Block(0,0,3,STONE)
  113. Block(0,1,-5,STONE)
  114. Block(0,1,-3,STONE)
  115. Block(0,1,-2,STONE)
  116. Block(0,1,-1,STONE)
  117. Block(0,1,0,STONE)
  118. Block(0,1,1,STONE)
  119. Block(0,1,2,STONE)
  120. Block(0,1,3,STONE)
  121. Block(0,1,5,STONE)
  122. Block(0,2,-7,STONE)
  123. Block(0,2,-5,STONE)
  124. Block(0,2,-4,STONE)
  125. Block(0,2,-3,STONE)
  126. Block(0,2,-2,STONE)
  127. Block(0,2,-1,STONE)
  128. Block(0,2,0,STONE)
  129. Block(0,2,1,STONE)
  130. Block(0,2,2,STONE)
  131. Block(0,2,3,STONE)
  132. Block(0,2,4,STONE)
  133. Block(0,2,5,STONE)
  134. Block(0,2,7,STONE)
  135. Block(0,3,-8,STONE)
  136. Block(0,3,-7,STONE)
  137. Block(0,3,-6,STONE)
  138. Block(0,3,-5,STONE)
  139. Block(0,3,-4,STONE)
  140. Block(0,3,-1,STONE)
  141. Block(0,3,0,STONE)
  142. Block(0,3,1,STONE)
  143. Block(0,3,4,STONE)
  144. Block(0,3,5,STONE)
  145. Block(0,3,6,STONE)
  146. Block(0,3,7,STONE)
  147. Block(0,3,8,STONE)
  148. Block(0,4,-9,STONE)
  149. Block(0,4,-8,STONE)
  150. Block(0,4,-7,STONE)
  151. Block(0,4,-6,STONE)
  152. Block(0,4,-1,STONE)
  153. Block(0,4,0,STONE)
  154. Block(0,4,1,STONE)
  155. Block(0,4,6,STONE)
  156. Block(0,4,7,STONE)
  157. Block(0,4,8,STONE)
  158. Block(0,4,9,STONE)
  159. Block(0,5,-8,STONE)
  160. Block(0,5,-7,STONE)
  161. Block(0,5,-1,STONE)
  162. Block(0,5,0,STONE)
  163. Block(0,5,1,STONE)
  164. Block(0,5,7,STONE)
  165. Block(0,5,8,STONE)
  166. Block(0,6,-10,STONE)
  167. Block(0,6,-9,STONE)
  168. Block(0,6,-8,STONE)
  169. Block(0,6,-1,STONE)
  170. Block(0,6,0,STONE)
  171. Block(0,6,1,STONE)
  172. Block(0,6,8,STONE)
  173. Block(0,6,9,STONE)
  174. Block(0,6,10,STONE)
  175. Block(0,7,-9,STONE)
  176. Block(0,7,-8,STONE)
  177. Block(0,7,-1,STONE)
  178. Block(0,7,0,STONE)
  179. Block(0,7,1,STONE)
  180. Block(0,7,8,STONE)
  181. Block(0,7,9,STONE)
  182. Block(0,8,-11,STONE)
  183. Block(0,8,-10,STONE)
  184. Block(0,8,-9,STONE)
  185. Block(0,8,-1,STONE)
  186. Block(0,8,0,STONE)
  187. Block(0,8,1,STONE)
  188. Block(0,8,9,STONE)
  189. Block(0,8,10,STONE)
  190. Block(0,8,11,STONE)
  191. Block(0,9,-10,STONE)
  192. Block(0,9,-9,STONE)
  193. Block(0,9,-2,STONE)
  194. Block(0,9,-1,STONE)
  195. Block(0,9,0,STONE)
  196. Block(0,9,1,STONE)
  197. Block(0,9,2,STONE)
  198. Block(0,9,9,STONE)
  199. Block(0,9,10,STONE)
  200. Block(0,10,-11,STONE)
  201. Block(0,10,-10,STONE)
  202. Block(0,10,-9,STONE)
  203. Block(0,10,-8,STONE)
  204. Block(0,10,-7,STONE)
  205. Block(0,10,-6,STONE)
  206. Block(0,10,-5,STONE)
  207. Block(0,10,-4,STONE)
  208. Block(0,10,-3,STONE)
  209. Block(0,10,-2,STONE)
  210. Block(0,10,2,STONE)
  211. Block(0,10,3,STONE)
  212. Block(0,10,4,STONE)
  213. Block(0,10,5,STONE)
  214. Block(0,10,6,STONE)
  215. Block(0,10,7,STONE)
  216. Block(0,10,8,STONE)
  217. Block(0,10,9,STONE)
  218. Block(0,10,10,STONE)
  219. Block(0,10,11,STONE)
  220. Block(0,11,-10,STONE)
  221. Block(0,11,-9,STONE)
  222. Block(0,11,-8,STONE)
  223. Block(0,11,-7,STONE)
  224. Block(0,11,-6,STONE)
  225. Block(0,11,-5,STONE)
  226. Block(0,11,-4,STONE)
  227. Block(0,11,-3,STONE)
  228. Block(0,11,-2,STONE)
  229. Block(0,11,2,STONE)
  230. Block(0,11,3,STONE)
  231. Block(0,11,4,STONE)
  232. Block(0,11,5,STONE)
  233. Block(0,11,6,STONE)
  234. Block(0,11,7,STONE)
  235. Block(0,11,8,STONE)
  236. Block(0,11,9,STONE)
  237. Block(0,11,10,STONE)
  238. Block(0,12,-11,STONE)
  239. Block(0,12,-10,STONE)
  240. Block(0,12,-9,STONE)
  241. Block(0,12,-8,STONE)
  242. Block(0,12,-7,STONE)
  243. Block(0,12,-6,STONE)
  244. Block(0,12,-5,STONE)
  245. Block(0,12,-4,STONE)
  246. Block(0,12,-3,STONE)
  247. Block(0,12,-2,STONE)
  248. Block(0,12,2,STONE)
  249. Block(0,12,3,STONE)
  250. Block(0,12,4,STONE)
  251. Block(0,12,5,STONE)
  252. Block(0,12,6,STONE)
  253. Block(0,12,7,STONE)
  254. Block(0,12,8,STONE)
  255. Block(0,12,9,STONE)
  256. Block(0,12,10,STONE)
  257. Block(0,12,11,STONE)
  258. Block(0,13,-10,STONE)
  259. Block(0,13,-9,STONE)
  260. Block(0,13,-2,STONE)
  261. Block(0,13,-1,STONE)
  262. Block(0,13,0,STONE)
  263. Block(0,13,1,STONE)
  264. Block(0,13,2,STONE)
  265. Block(0,13,9,STONE)
  266. Block(0,13,10,STONE)
  267. Block(0,14,-11,STONE)
  268. Block(0,14,-10,STONE)
  269. Block(0,14,-9,STONE)
  270. Block(0,14,-1,STONE)
  271. Block(0,14,0,STONE)
  272. Block(0,14,1,STONE)
  273. Block(0,14,9,STONE)
  274. Block(0,14,10,STONE)
  275. Block(0,14,11,STONE)
  276. Block(0,15,-9,STONE)
  277. Block(0,15,-8,STONE)
  278. Block(0,15,-1,STONE)
  279. Block(0,15,0,STONE)
  280. Block(0,15,1,STONE)
  281. Block(0,15,8,STONE)
  282. Block(0,15,9,STONE)
  283. Block(0,16,-10,STONE)
  284. Block(0,16,-9,STONE)
  285. Block(0,16,-8,STONE)
  286. Block(0,16,-1,STONE)
  287. Block(0,16,0,STONE)
  288. Block(0,16,1,STONE)
  289. Block(0,16,8,STONE)
  290. Block(0,16,9,STONE)
  291. Block(0,16,10,STONE)
  292. Block(0,17,-8,STONE)
  293. Block(0,17,-7,STONE)
  294. Block(0,17,-1,STONE)
  295. Block(0,17,0,STONE)
  296. Block(0,17,1,STONE)
  297. Block(0,17,7,STONE)
  298. Block(0,17,8,STONE)
  299. Block(0,18,-9,STONE)
  300. Block(0,18,-8,STONE)
  301. Block(0,18,-7,STONE)
  302. Block(0,18,-6,STONE)
  303. Block(0,18,-1,STONE)
  304. Block(0,18,0,STONE)
  305. Block(0,18,1,STONE)
  306. Block(0,18,6,STONE)
  307. Block(0,18,7,STONE)
  308. Block(0,18,8,STONE)
  309. Block(0,18,9,STONE)
  310. Block(0,19,-8,STONE)
  311. Block(0,19,-7,STONE)
  312. Block(0,19,-6,STONE)
  313. Block(0,19,-5,STONE)
  314. Block(0,19,-4,STONE)
  315. Block(0,19,-1,STONE)
  316. Block(0,19,0,STONE)
  317. Block(0,19,1,STONE)
  318. Block(0,19,4,STONE)
  319. Block(0,19,5,STONE)
  320. Block(0,19,6,STONE)
  321. Block(0,19,7,STONE)
  322. Block(0,19,8,STONE)
  323. Block(0,20,-7,STONE)
  324. Block(0,20,-5,STONE)
  325. Block(0,20,-4,STONE)
  326. Block(0,20,-3,STONE)
  327. Block(0,20,-2,STONE)
  328. Block(0,20,-1,STONE)
  329. Block(0,20,0,STONE)
  330. Block(0,20,1,STONE)
  331. Block(0,20,2,STONE)
  332. Block(0,20,3,STONE)
  333. Block(0,20,4,STONE)
  334. Block(0,20,5,STONE)
  335. Block(0,20,7,STONE)
  336. Block(0,21,-5,STONE)
  337. Block(0,21,-3,STONE)
  338. Block(0,21,-2,STONE)
  339. Block(0,21,-1,STONE)
  340. Block(0,21,0,STONE)
  341. Block(0,21,1,STONE)
  342. Block(0,21,2,STONE)
  343. Block(0,21,3,STONE)
  344. Block(0,21,5,STONE)
  345. Block(0,22,-3,STONE)
  346. Block(0,22,-1,STONE)
  347. Block(0,22,1,STONE)
  348. Block(0,22,3,STONE)
  349.  
  350. #######################################################################
  351. # +-----------------------------------------------------------------+ #
  352. # |                            BO3 checks                           | #
  353. # +-----------------------------------------------------------------+ #
  354. #######################################################################
  355.  
  356. # Require a condition at a certain location in order for the BO3 to be spawned.
  357. # BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
  358. # BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
  359. # LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)
  360.  
  361. # You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.
  362.  
  363. # Examples:
  364. #   BlockCheck(0,-1,0,GRASS,DIRT)  Require grass or dirt just below the object
  365. #   BlockCheck(0,-1,0,Solid)       Require any solid block just below the object
  366. #   BlockCheck(0,-1,0,WOOL)        Require any type of wool just below the object
  367. #   BlockCheck(0,-1,0,WOOL:0)      Require white wool just below the object
  368. #   BlockCheckNot(0,-1,0,WOOL:0)   Require that there is no white wool below the object
  369. #   LightCheck(0,0,0,0,1)          Require almost complete darkness just below the object
  370. BlockCheck(0,-1,0,SOUL_SAND)
  371.  
  372. ###The surface of my world is made of soul sand
  373.  
  374. #######################################################################
  375. # +-----------------------------------------------------------------+ #
  376. # |                             Branches                            | #
  377. # +-----------------------------------------------------------------+ #
  378. #######################################################################
  379.  
  380. # Branches are objects that will spawn when this object spawns when it is used in
  381. # the CustomStructure resource. Branches can also have branches, making complex
  382. # structures possible. See the wiki for more details.
  383.  
  384. # Regular Branches spawn each branch with an independent chance of spawning.
  385. # Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
  386. # branchName - name of the object to spawn.
  387. # rotation - NORTH, SOUTH, EAST or WEST.
  388. # IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank
  389.  
  390. # Weighted Branches spawn branches with a dependent chance of spawning.
  391. # WeightedBranch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
  392. # MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank
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