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- # MCDungeon configuration file
- #
- # Remember that Minecraft measures coordinates like this:
- # (X, Y, Z)
- # X = North-South (positive X is South)
- # Y = Down-Up (0=bottom of the world, 255=limit of the sky)
- # Z = East-West (positive Z is West)
- [dungeon]
- # This is the percentage of loops in the dungeon. At 0%, each level of
- # the dungeon will be nearly linear, with a few branches, but never
- # any loops. At 100% you will basically get a grid with every room connected
- # all of its neighbors. For best results, keep this < 30%.
- # Note that certain room types (rooms larger than 1 tile) will also affect
- # the number of possible loops in a level.
- loops: 40
- # Minimum distance (in chunks) from the spawn chunk for the automatic
- # placement algorithm.
- min_dist: 1
- # Maximum distance (in chunks) from the spawn chunk. The actual max distance
- # will be the minimum of this value or the edge of the world.
- max_dist: 20000
- # This will attempt to place multiple dungeons as far away from each other as
- # possible given the min/max values above. Setting this to False will ignore
- # distances between dungeons when selecting a location, and give a higher
- # probability of two dungeons appearing right next to each other.
- maximize_distance: True
- # World coordinates of the NW corner of the most NW room (x,y,z)
- # This overrides the placement algorithm, and places a corner of the dungeon
- # at this spot.
- #
- # This is NOT the location of the entrance.
- # The entrance position will be chosen from a random room location, unless
- # you use the --entrance option.
- #
- # This does not currently check the bounds of the world to make sure the
- # dungeon will fit. If you make the dungeon too deep, or too large
- # it will error out.
- #
- # Set force_bury to True to have MCDungeon calculate how far down to
- # bury the dungeon. With force_bury: False, the dungeon will be placed exactly
- # at the coords you specify, even in mid air.
- #
- # Example: offset: (-72,55,158)
- offset:
- force_bury: False
- # Tower height factor. Some entry towers will be scaled by this amount.
- # This should be a positive number. 1.0 = the height of a single floor.
- # Make the tower taller so it's easier to find.
- tower: 2.0
- # Setting this to False will turn off any attempt to ruin towers and surface
- # buildings. Useful if you want to run a tool like Commander Keen's Teeth
- # of Time tool.
- # http://www.minecraftforum.net/topic/269176-
- ruin_ruins: False
- # Percentage of doors to be placed. 0=none, 100=all
- doors: 25
- # Percentage of portcullises to be placed, and percentage that are closed.
- portcullises: 25
- portcullis_closed: 0
- # Percentage of placed portcullises that are webs instead.
- portcullis_web: 0
- # Percentage of torches to be placed on a level. The frequency of torches will
- # be scaled between these two values from the top of the dungeon to the bottom.
- torches_top: 100
- torches_bottom: 10
- # Position of torches on the walls. 1=low, 2=middle, 3=high
- torches_position: 2
- # This is the density of chests per 10 rooms per level, rounded up.
- # For example, a value of 2 will place five chests per level in a 5x5 dungeon.
- # (25 rooms, 2 chests per 10 = 5 chests)
- # 1 would place three chests per level in a 5x5 dungeon.
- chests: 10
- # When set to True, places two max tier chests in treasure rooms, instead
- # of one. Good for harder dungeons being raided by a group of adventurers.
- double_treasure: True
- # The enchant system decides which kind of enchantments can appear on which
- # kind of items. (magic_items.txt excluded.)
- # Possible values are:
- # * table+book: All legal enchants achieved with an enchanting table or
- # an anvil with enchanted books.
- # * table: Only enchants that can be achieved with an enchanting table.
- # * extended: As table+book, but weapon enchantments (Sharpness, Smite,
- # Bane of Arthropods, Knockback, Fire Aspect, Looting) can
- # also appear on pickaxes, shovels and axes.
- # * zistonian: As Extended, but weapon enchantments can appear on any item
- # that is not normally enchantable. e.g. Signs.
- # This allows the creation of "Zistonian Battle Sign" type
- # items. WARNING: Because these do not lose durability when
- # you attack, this is considered extremely overpowered.
- # * anything: Complete madness: any enchantment can appear on any
- # item. You probably don't want to use this value.
- enchant_system: anything
- # Density of random monster spawners placed per level.
- spawners: 1.0
- # Hide spawners behind walls. This will not affect any extra spawners placed
- # by room features or treasure rooms.
- hidden_spawners: false
- # Custom spawner settings. These values will be used for all spawners
- # but can be overridden by values in the NBT file, if provided.
- # The example settings are the defaults. (Uncomment to change.) For more
- # information see: http://www.minecraftwiki.net/wiki/Mob_spawner#Spawning_behavior
- #
- # SpawnCount: 4
- # SpawnMaxNearbyEntities: 6
- # SpawnMinDelay: 200
- # SpawnMaxDelay: 799
- # SpawnRequiredPlayerRange: 16
- #
- # Treasure Room spawner settings. As above, but only applies to spawners
- # in the final treasure room. Uncomment for a more challenging end game!
- # treasure_SpawnCount: 6
- # treasure_SpawnMaxNearbyEntities: 10
- # treasure_SpawnMinDelay: 200
- # treasure_SpawnMaxDelay: 600
- # treasure_SpawnRequiredPlayerRange: 20
- # Fill caves will fill in caves under and around the dungeon in an
- # attempt to concentrate random monster spawns inside the dungeon. In
- # most cases this will result in many more mobs in the dungeon during
- # the daytime, and fewer dungeons being placed.
- fill_caves: false
- # Exit portal.
- # Setting this to true will create a teleporter in the treasure room that
- # will teleport a player to the surface. Works in vanilla Minecraft with
- # command blocks.
- #
- # NOTE: You must have command blocks turned on for this to work!
- exit_portal: true
- # Player structure detection
- # This is a list of blocks that are considered to be player structures.
- # Any chunks that contain these types of blocks will be excluded from the
- # location algorithm. By default, these are essentially light sources. The
- # thought being that any structures you care about will be lit.
- #
- # This list will shortcut at the first match, (ie: once a block matches, we
- # won't bother checking the rest) so for maximum efficiency, order this by
- # most common blocks first. The more blocks you list here the slower the
- # initial terrain pass will be.
- #
- # These names should match the names in items.txt. To disable this feature,
- # just leave this blank.
- #
- # NOTE: If you change this, you probably want to delete the chunk cache.
- # delete the "mcdungeon_cache" in your world folder if it exists.
- structures: Torch, Glass, Wooden Door, Redstone Torch On, Redstone Torch Off, Glowstone, Nether Portal
- # Restricted biomes
- # These control whether or not a chunk is excluded from dungeons placement
- # due to its biome content. River_biomes will exclude a chunk if it is more
- # than 20% composed of a listed biome ID. ocean_biomes will exclude the chunk
- # if the most common biome in the chunk is one of the listed biome IDs.
- # By default, rivers include river and frozen river. Oceans include ocean,
- # deep oceon, and frozen ocean. If you want to turn this feature off just
- # make these -1.
- #
- # WARNING: If you change this, you MUST delete the mcdungeon_cache directory
- # in your map folder. Otherwise you will get unexpected results!
- #
- river_biomes: 7, 11
- ocean_biomes: 0, 10, 24
- # Secret rooms. Secret rooms have quite a few restrictions, so set this high
- # if you want to see them. In general they will only appear in 1x1x1 rooms
- # that have one hallway connected. If you set loops high, you'll get fewer
- # secret rooms because you will have fewer rooms with only one hallway.
- secret_rooms: 100
- # Maps. This is the percent chance a map will be generated for a level. The
- # map will be placed in a random chest on an upper level (if one exists)
- maps: 100
- # mapstore will provide an alternate world in which to store your dungeon
- # maps. If you're playing vanilla, don't worry about this. If you're using
- # Bukkit with multiple worlds (like multiverse) set this to the name of your
- # primary world. This can also be set on the command line, or in interactive
- # mode.
- mapstore:
- ### Materials
- #
- # Set the materials to use for walls, secret doors, ceilings, floors and
- # subfloors here. You can choose most block names in items.txt.
- # You can also choose from a variety of "meta materials" that change
- # according to position and depth.
- #
- # meta_mossycobble: Cobblestone with veins of moss.
- #
- # meta_mossystonebrick: Stone bricks with random cracks and veins of moss.
- #
- # meta_stonedungeon: Changes as you go deeper. Starts as something like mossy
- # stone bricks and turns to cobble and mossy cobble as
- # levels get deeper.
- #
- # meta_decoratedsandstone: Mostly regular sandstone with random smooth stones
- # and horizontal bands of "chiseled" sandstone.
- #
- ###############################################################################
- # Material to use for the walls
- wall: meta_stonedungeon
- # Material to use for the secret doors
- secret_door: meta_stonedungeon
- # Material to use for the ceiling
- ceiling: meta_mossycobble
- # Material to use for the default floor
- floor: stone
- # Material to use for the default subfloor
- subfloor: bedrock
- ### Trap settings
- #
- ###############################################################################
- # Chance of arrow traps. The is the percent chance a hallway will contain
- # an arrow trap. Defects adjusts the frequency of exploding arrow traps.
- arrow_traps: 100
- arrow_trap_defects: 0
- # Percent chance chest will be trapped.
- chest_traps: 0
- # Hallway piston traps. Percent chance that certain halls will contain piston
- # traps. To qualify, a hall must be 1-2 blocks wide, at least 8 blocks long,
- # and be offset from the edge of the tile by a certain amount, depending on
- # the width of the hall. This is fairly rare, so a high value here is
- # recommended for best results.
- hall_piston_traps: 25
- # This makes hall piston traps reset themselves.
- resetting_hall_pistons: True
- # Skeleton balconies. Skeleton balconies appear in tall circular pit rooms.
- # This is the percent chance a balcony will appear if the conditions are right.
- # These only appear in pit rooms that are >= 3 deep and have exactly two adjacent
- # halls. If your dungeon is less than FOUR levels, you will not see these.
- skeleton_balconies: 100
- # This is the chance certain pit rooms will be rigged with falling sand traps.
- # There are a number of restrictions on which rooms can contain these, so
- # setting this fairly high will still result in relatively few rooms depending
- # on your config file.
- # To contain a sand trap a pit room must be > 1 level high, and
- # only the top most level in a pit can contain a sand trap.
- sand_traps: 60
- # Silverfish. This is the percent chance any stone, cobblestone, or stone
- # brick block will be replaced with a silverfish equivalent. You can use this
- # to discourage tunneling through walls and floors (if your walls and floors
- # are mode of stone, cobblestone, or brick)
- silverfish: 0
- ### Feature Lists
- #
- ###############################################################################
- # The following sections control the probability of a particular
- # feature showing up in the algorithm. Each name is followed by a
- # weight that determines the probability that feature will be chosen
- # relative to the others in the list. These numbers do NOT need to
- # add up to 100. They are only relative to each other. For example,
- # a weight of 40 is twice as likely to be chosen as a weight of 20.
- # These numbers are also not hard, they simply weight the probability
- # of the randomizer. A very low weight may still occasionally be chosen
- # more than a high weight, it's just unlikely. A weight of zero means
- # that feature will never be chosen.
- # Room types. Basic room shape.
- [rooms]
- Basic: 240
- Basic2x2: 80
- Corridor: 240
- Circular: 240
- Pit: 40
- CircularPit: 40
- SandstoneCavern: 0
- SandstoneCavernLarge: 10
- NaturalCavern: 0
- NaturalCavernLarge: 10
- Cavern: 0
- CavernLarge: 10
- CellBlock: 40
- GreatHallNS: 30
- GreatHallEW: 30
- # Hall types. Halls connect rooms.
- [halls]
- Single: 20
- Double: 20
- Triple: 10
- Four: 10
- Ten: 10
- # Floor types. Floors modify the flooring of a room.
- # Blank leaves the floor as the floor block.
- [floors]
- Blank: 20
- Cobble: 10
- BrokenCobble: 30
- WoodTile: 10
- MixedWoodTile: 10
- CheckerRug: 2
- RadialRug: 3
- BrokenCheckerRug: 6
- BrokenRadialRug: 9
- CheckerClay: 2
- RadialClay: 3
- BrokenCheckerClay: 6
- BrokenRadialClay: 9
- DoubleSlab: 10
- BrokenDoubleSlab: 30
- Mud: 30
- Sand: 30
- StoneBrick: 10
- BrokenStoneBrick: 30
- # Feature types. Features fill or modify a room.
- # Blank is an empty room.
- [features]
- Arcane: 10
- Blank: 10
- Cell: 10
- Chapel: 10
- CircleOfSkulls: 5
- ConstructionArea: 10
- Columns: 30
- Chasm: 10
- Dais: 10
- Farm: 10
- Forge: 10
- LavaChasm: 10
- Mushrooms: 10
- Pool: 10
- River: 10
- MessHall: 10
- WildGrowth: 10
- WildGarden: 10
- # Stairwells. Stairwells connect floors.
- [stairwells]
- Scaffolding: 10
- Stairwell: 10
- TripleStairs: 10
- TowerWithLadder: 10
- # Secret room types. Secret rooms are hidden rooms with awesome stuff.
- [secret rooms]
- SecretAlchemyLab: 10
- SecretArmory: 10
- SecretEnchantingLibrary: 10
- SecretSepulchure: 10
- SecretStudy: 10
- # Ruin types. Ruins are created on the surface. To disable ruins, just make
- # "Blank" 1 and the rest zero.
- [ruins]
- Blank: 40
- HouseFrame: 10
- CircularTower: 20
- SquareTower: 20
- Arches: 10
- # Entrances. These are placed on the surface over the entrance room.
- # This first block is the deafult set. If no biome specific version
- # exists below, this is the list that is used. You can find the biome
- # numbers here:
- # http://www.minecraftwiki.net/wiki/Biome#Biome_numbers
- [entrances]
- SquareTowerEntrance: 20
- RuinedSquareTowerEntrance: 20
- RoundTowerEntrance: 20
- RuinedRoundTowerEntrance: 20
- StepPyramid: 10
- EvilRunestones: 21
- RuinedFane: 10
- Barrow: 15
- MazeEntrance: 15
- # Desert
- [entrances.2,130]
- SquareTowerEntrance: 10
- RuinedSquareTowerEntrance: 10
- RoundTowerEntrance: 10
- RuinedRoundTowerEntrance: 10
- StepPyramid: 30
- EvilRunestones: 5
- RuinedFane: 20
- Barrow: 20
- Oasis: 30
- MazeEntrance: 5
- # Jungle
- [entrances.21,149,23,151]
- SquareTowerEntrance: 10
- RuinedSquareTowerEntrance: 10
- RoundTowerEntrance: 10
- RuinedRoundTowerEntrance: 10
- StepPyramid: 30
- EvilRunestones: 10
- MazeEntrance: 15
- # Mesas
- [entrances.37,165,38,166,39,167]
- SquareTowerEntrance: 10
- RuinedSquareTowerEntrance: 10
- RoundTowerEntrance: 10
- RuinedRoundTowerEntrance: 10
- EvilRunestones: 1
- StepPyramid: 10
- RuinedFane: 10
- MazeEntrance: 10
- # "Hills" biomes
- [entrances.3,131,17,18,19,22,28,156,34,162,36,164]
- SquareTowerEntrance: 10
- RuinedSquareTowerEntrance: 10
- RoundTowerEntrance: 10
- RuinedRoundTowerEntrance: 10
- EvilRunestones: 1
- MazeEntrance: 3
- # Treasure rooms. A unique room at the bottom of the dungeon, usually
- # containing the top tier treasure.
- [treasure rooms]
- Arena: 10
- Crypt: 30
- PitWithArchers: 10
- ThroneRoom: 30
- SpiderLair: 10
- EndPortal: 20
- # Mobs for monster spawners.
- #
- # These work like look tiers (see below). [mobs.0] are for spawners
- # above ground (like inside the pyramid). The highest numbered mob tier is
- # reserved for treasure rooms. Note, some treasure rooms have hard coded
- # mobs. The rest will be chosen as the level go deeper.
- #
- # There are some non-standard choices here. Choose these at your own
- # risk. They may disappear from Minecraft in the future and who knows
- # what that will do to old maps containing these entities.
- #
- # "Slime" doesn't work well, because they have special depth and chunk
- # location requirements. Often, you won't get any slimes at all.
- # However, "LavaSlime" (Magma Cubes) seems to work okay as they don't
- # have any special spawning requirements.
- #
- # "PigZombie" works, but they don't care about light level and are mostly
- # docile. They will fill up the mob queue quickly and you'll end up with
- # few hostile mobs.
- #
- # "Wolf" doesn't break, but doesn't usually spawn wolves either. Like
- # slimes, wolves have special spawn requirements.
- #
- # "Ghast" works, but they need a lot of room to move around. The standard
- # rooms and corridors are usually too small.
- #
- # "WitherBoss" works, but they don't often have enough room to spawn and
- # when they do it causes a lot of destruction. Not recommended.
- #
- # Other mob names may also work. See the minecraft wiki for mob names.
- #
- # Also supplied are some custom spawners. "AngryPig" will give you non
- # docile Pigmen. "ChargedCreeper" creepers charged as if struck by
- # lightning. If you're handy with an NBT editor you can make
- # your own custom spawners and place them in the spawners directory.
- # "CustomKnight" is a zombie with full weapons, armour and a steve
- # mask. They are tough.
- #
- # See: http://www.minecraftwiki.net/wiki/Chunk_format#Mobs
- #
- # This does not affect what critters will spawn naturally within
- # dark areas of the dungeon.
- [mobs.0]
- Bat: 10
- Spider: 10
- Zombie: 10
- [mobs.1]
- Skeleton: 10
- Spider: 10
- Zombie: 10
- [mobs.2]
- Skeleton: 30
- Spider: 30
- Zombie: 30
- Creeper: 10
- CaveSpider: 10
- [mobs.3]
- Creeper: 20
- Silverfish: 1
- Skeleton: 40
- Spider: 40
- CaveSpider: 20
- LavaSlime: 20
- WitherSkeleton: 10
- Zombie_Strong: 10
- Zombie_Fast: 10
- Zombie_Villager: 10
- Chargedcreeper: 1
- Zombie: 40
- Skeleton_Armored_Axe_Iron: 10
- Skeleton_Armored_Sword_Iron: 10
- Skeleton_Armored_Sword_Leather: 10
- [mobs.4]
- Zombie_Strong: 10
- Zombie_Fast: 10
- WitherSkeleton: 10
- CustomKnight: 10
- Chargedcreeper: 1
- Angrypig: 10
- Skeleton: 10
- Blaze: 10
- Silverfish: 10
- Skeleton_Armored_Axe_Iron: 10
- Skeleton_Armored_Sword_Iron: 10
- Skeleton_Armored_Sword_Leather: 10
- # Ammo for dispenser traps.
- # Format is:
- # Item: weight, number
- #
- # Item = The item name from items.txt.
- # Weight = Probablity this item will be chosen.
- # Number = The number of this item to place in a single dispenser.
- [dispensers]
- Arrow: 20,576
- Fire Charge: 20,576
- Spawn Blaze: 1,567
- Splash Potion of Poison: 5,567
- Splash Potion of Poison II:1,567
- Splash Potion of Weakness:5,567
- Splash Potion of Weakness II:1,567
- Splash Potion of Slowness:5,567
- Splash Potion of Slowness II:1,567
- Splash Potion of Harming:5,567
- Splash Potion of Harming II:1,567
- # Ammo for chest traps
- # Format is as above
- [chest_traps]
- TNT: 10, 1
- Spawn Blaze: 1,1
- Splash Potion of Poison II:1,1
- Splash Potion of Weakness II:1,1
- Splash Potion of Slowness II:1,1
- Splash Potion of Harming II:1,1
- ### Loot Tables
- #
- ###############################################################################
- # There are an arbitrary number of loot "tiers"
- # Tier zero is used for any chests located above the ceiling of the topmost
- # dungeon level. (like the tower) The highest numbered tier is used for a
- # single chest located at the bottom of the dungeon. All other chests are
- # picked from tier 1 to (n-1) depending on the level depth. Item names are
- # taken from items.txt file.
- #
- # Lines are:
- # Item Name(s): (chance to appear),(min-max),(enchantment)
- #
- # Where:
- # (chance to appear) = Percent chance to appear. ie: 1-100
- # (min-max) = number, or range. ie: 4 or 10-20
- # (enchant) = Enchant level for items.
- # Can be a number, range, or level*number to scale with levels.
- #
- # Examples:
- #
- # 100% chance of 5-20 torches:
- # Torch: 100,5-20
- #
- # 50% chance of an iron, gold, or diamond level 20 sword:
- # Iron Sword,Gold Sword,Diamond Sword: 50,1,20
- #
- # 20% chance of a stone pickaxe with a level*3.5 enchantment.
- # (Level 1 = level 3 enchant, level 9 = level 31 enchant.)
- # Stone Pickaxe: 20,1,level*3.5
- [tier0]
- Torch: 100,5-20,0
- Arrow: 100,5-30,0
- Compass: 25,1-1,0
- Bowl: 90,1-2,0
- Wheat: 20,3-9,0
- Brown Mushroom: 50,1-3,0
- Red Mushroom: 50,1-3,0
- Bread: 100,1-3,0
- Bow: 35,1,0
- Stone Sword: 90,1-2,0
- Stone Shovel: 50,1,0
- Stone Pickaxe: 80,1,0
- Stone Axe: 50,1,0
- Leather Helmet: 50,1-2,0
- Leather Chestplate: 50,1-2,0
- Leather Leggings: 50,1-2,0
- Leather Boots: 50,1-2,0
- Bow,Wooden Sword,Stone Sword,Wooden Axe,Stone Axe,Wooden Pickaxe,Stone Pickaxe: 20,1,1-5
- Leather Helmet,Leather Chestplate,Leather Leggings,Leather Boots: 20,1,1-5
- [tier1]
- Torch: 100,5-20,0
- Arrow: 100,5-30,0
- Compass: 20,1-1,0
- Wheat: 50,3-9,0
- Brown Mushroom: 50,1-3,0
- Red Mushroom: 50,1-3,0
- Cooked Fish: 20,1-2,0
- Bow: 10,1-1,0
- Bread: 25,1-1,0
- Apple: 25,1-2,0
- Pumpkin Pie: 10,1-1,0
- Stone Sword: 50,1-1,0
- Stone Shovel: 50,1-1,0
- Stone Pickaxe: 50,1-1,0
- Stone Axe: 50,1-1,0
- Leather Helmet: 50,1-1,0
- Leather Chestplate: 50,1-1,0
- Leather Leggings: 50,1-1,0
- Leather Boots: 50,1-1,0
- Bottle o' Enchanting: 10,1-5,0
- [tier2]
- Torch: 100,15-40,0
- Arrow: 100,15-40,0
- Wheat: 50,3-9,0
- Brown Mushroom: 50,1-3,0
- Red Mushroom: 50,1-3,0
- Cooked Fish: 20,1-2,0
- Apple: 25,1-1,0
- Pumpkin Pie: 10,1-1,0
- String: 30,1-10,0
- Feather: 30,1-10,0
- Gunpowder: 20,1-10,0
- Fishing Rod: 20,1-1,0
- Bow: 10,1-1,0
- Iron Ingot: 30,1-10,0
- Flint: 30,1-10,0
- Rose Red: 10,1-5,0
- Cactus Green: 10,1-5,0
- Pink Dye: 10,1-5,0
- Lime Dye: 10,1-5,0
- Dandelion Yellow: 10,1-5,0
- Bone Meal: 10,1-5,0
- Chainmail Helmet: 30,1-1,0
- Chainmail Chestplate: 30,1-1,0
- Chainmail Leggings: 30,1-1,0
- Chainmail Boots: 30,1-1,0
- Bottle o' Enchanting: 20,1-5,0
- Emerald: 10,1-5,0
- [tier3]
- Torch: 100,15-40,0
- Arrow: 100,15-40,0
- Wheat: 50,3-9,0
- Brown Mushroom: 50,1-3,0
- Red Mushroom: 50,1-3,0
- Cooked Fish: 20,1-2,0
- Apple: 25,1-1,0
- Pumpkin Pie: 10,1-1,0
- Golden Apple: 5,1-1,0
- String: 30,1-10,0
- Feather: 30,1-10,0
- Pumpkin Seeds: 15,1-1,0
- Melon Seeds: 15,1-1,0
- Carrot: 10,1-2,0
- Potato: 10,1-2,0
- Gunpowder: 20,1-10,0
- Bow: 10,1-1,0
- Fishing Rod: 20,1-1,0
- Iron Ingot: 30,1-10,0
- Flint: 30,1-10,0
- Ink Sac: 10,1-5,0
- Rose Red: 10,1-5,0
- Cactus Green: 10,1-5,0
- Light Gray Dye: 10,1-5,0
- Gray Dye: 10,1-5,0
- Pink Dye: 10,1-5,0
- Lime Dye: 10,1-5,0
- Dandelion Yellow: 10,1-5,0
- Magenta Dye: 10,1-5,0
- Orange Dye: 10,1-5,0
- Bone Meal: 10,1-5,0
- Iron Sword: 10,1-1,0
- Iron Shovel: 10,1-1,0
- Iron Pickaxe: 10,1-1,0
- Iron Axe: 10,1-1,0
- Iron Helmet: 10,1-1,0
- Iron Chestplate: 10,1-1,0
- Iron Leggings: 10,1-1,0
- Iron Boots: 10,1-1,0
- Bottle o' Enchanting: 25,1-5,0
- Emerald: 20,1-5,0
- Potion of Regeneration,Potion of Swiftness,Splash Potion of Swiftness,Potion of Fire Resistance,Splash Potion of Fire Resistance,Potion of Healing,Splash Potion of Healing,Potion of Strength,Splash Potion of Strength,Potion of Night Vision,Potion of Invisibility,Potion of Water Breathing: 25,1,0
- Iron Horse Armor,Gold Horse Armor: 10, 1-1,0
- Name Tag: 10, 1-2,0
- [tier4]
- Music Disc 13,Music Disc cat,Music Disc blocks,Music Disc chrip,Music Disc far,Music Disc mall,Music Disc mellohi,Music Disc stal,Music Disc strad,Music Disc ward,Music Disc 11,Music Disc wait: 10,1-1,0
- Music Disc cat,Music Disc blocks,Music Disc chrip,Music Disc far,Music Disc mall,Music Disc mellohi,Music Disc stal,Music Disc strad,Music Disc ward,Music Disc 11,Music Disc wait,Music Disc 13: 10,1-1,0
- Golden Apple: 25,1-2,0
- Enchanted Golden Apple: 5,1-1,0
- Glistering Melon,Golden Carrot: 10,1-5,0
- Diamond: 40,1-10,0
- Pumpkin Seeds: 15,1-1,0
- Melon Seeds: 15,1-1,0
- Carrot: 20,1-5,0
- Potato: 20,1-5,0
- Gold Ingot: 40,1-10,0
- Iron Ingot: 40,1-10,0
- Clay Brick: 40,1-20,0
- Saddle: 25,1-1,0
- Clock: 25,1-1,0
- Ink Sac: 10,1-10,0
- Rose Red: 10,1-10,0
- Cactus Green: 10,1-10,0
- Cocoa Beans: 10,1-10,0
- Lapis Lazuli: 10,1-10,0
- Purple Dye: 10,1-10,0
- Cyan Dye: 10,1-10,0
- Light Gray Dye: 10,1-10,0
- Gray Dye: 10,1-10,0
- Pink Dye: 10,1-10,0
- Lime Dye: 10,1-10,0
- Dandelion Yellow: 10,1-10,0
- Light Blue Dye: 10,1-10,0
- Magenta Dye: 10,1-10,0
- Orange Dye: 10,1-10,0
- Bone Meal: 10,1-10,0
- Ender Pearl: 25,1-2,0
- Diamond Sword: 25,1-1,0
- Diamond Shovel: 25,1-1,0
- Diamond Pickaxe: 25,1-1,0
- Diamond Axe: 25,1-1,0
- Diamond Helmet: 25,1-1,0
- Diamond Chestplate: 25,1-1,0
- Diamond Leggings: 25,1-1,0
- Diamond Boots: 25,1-1,0
- Enchanted Book,Bow,Iron Sword,Diamond Sword,Gold Sword,Iron Axe,Diamond Axe,Gold Axe,Iron Pickaxe,Diamond Pickaxe,Gold Pickaxe,Iron Shovel,Diamond Shovel,Gold Shovel: 75,1,level*4
- Iron Helmet,Diamond Helmet,Gold Helmet,Iron Chestplate,Diamond Chestplate,Gold Chestplate,Iron Leggings,Diamond Leggings,Gold Leggings,Iron Boots,Diamond Boots,Gold Boots: 75,1,level*4
- Spawn Bat: 10,1-2,0
- Spawn Blaze: 10,1-2,0
- Spawn Cave Spider: 10,1-2,0
- Spawn Chicken: 10,1-2,0
- Spawn Cow: 10,1-2,0
- Spawn Creeper: 10,1-2,0
- Spawn Enderman: 10,1-2,0
- Spawn Ghast: 10,1-2,0
- Spawn Magma Cube: 10,1-2,0
- Spawn Mooshroom: 10,1-2,0
- Spawn Pig Zombie: 10,1-2,0
- Spawn Ocelot: 10,1-2,0
- Spawn Pig: 10,1-2,0
- Spawn Skeleton: 10,1-2,0
- Spawn Sheep: 10,1-2,0
- Spawn Silverfish: 10,1-2,0
- Spawn Slime: 10,1-2,0
- Spawn Spider: 10,1-2,0
- Spawn Squid: 10,1-2,0
- Spawn Villager: 10,1-2,0
- Spawn Witch: 10,1-2,0
- Spawn Wolf: 10,1-2,0
- Spawn Zombie: 10,1-2,0
- Bottle o' Enchanting: 30,1-5,0
- Emerald: 30,1-5,0
- Fortune Cookie:10,1-2,0
- magic_Smitten,magic_Ulfberht,magic_Durendal,magic_Caladbolg,magic_Dyrnwyn,magic_Excalibur,magic_Fragarach,magic_Gram,magic_Harpe,magic_Kusanagi,magic_Skofnung,magic_Tyrfing: 20,1,0
- magic_Marlin Saber:1,1,0
- magic_Flame Armour:1,1,0
- Potion of Regeneration II,Splash Potion of Regeneration II,Potion of Swiftness II,Splash Potion of Swiftness II,Potion of Healing II,Splash Potion of Healing II,Potion of Strength II,Splash Potion of Strength II,Extended Potion of Night Vision,Extended Potion of Invisibility,Extended Potion of Water Breathing: 50,1,0
- Written Book: 30,1-2,0
- magic_Book of The High Priestess,magic_Book of The Fool,magic_Book of The Chariot,magic_Book of The Fates,magic_Book of Temperance,magic_Book of The Empress,magic_Book of The Emperor,magic_Book of Justice,magic_Book of Death,magic_Book of The Hierophant,magic_Book of The Moon,magic_Book of Strength,magic_Book of The Devil,magic_Book of The Hanged Man,magic_Book of The Hermit,magic_Book of The Lovers,magic_Book of The Star,magic_Book of The Sun,magic_Book of The Tower,magic_Book of Judgement,magic_Book of The Magician,magic_Book of The World,magic_Book of Fish Stories Vol 1,magic_Book of Fish Stories Vol 2:35,1,0
- file_firework_classic,file_firework_creeper,file_firework_festive,file_firework_golden,file_firework_patriot,file_firework_pineapple,file_firework_princess,file_firework_shower,file_firework_smoke: 25,5-15,0
- Custom Painting:10,1,0
- Iron Horse Armor,Gold Horse Armor: 25, 1-1,0
- Diamond Horse Armor: 10, 1-1,0
- Name Tag: 25, 1-2,0
- file_head_blaze,file_head_block_cactus,file_head_block_chest,file_head_block_melon,file_head_block_oaklog,file_head_block_pumpkin,file_head_block_tnt,file_head_cavespider,file_head_chicken,file_head_cow,file_head_enderman,file_head_ghast,file_head_irongolem,file_head_magmacube,file_head_mooshroom,file_head_ocelot,file_head_pig,file_head_sheep,file_head_sign_arrowdown,file_head_sign_arrowleft,file_head_sign_arrowright,file_head_sign_arrowup,file_head_sign_exclamation,file_head_sign_question,file_head_slime,file_head_spider,file_head_squid,file_head_villager,file_head_zombiepigman:10,1,0
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