PersonTheCat

Cave Generator 1.0 - Early Tutorial Preset

Mar 19th, 2021
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  1. # ------------------------------------------------------------------------- #
  2. # ######################################################################### #
  3. # ### TUTORIAL.cave Info ### #
  4. # ######################################################################### #
  5. # #
  6. # This file is setup to display what all possible fields will default to #
  7. # when they have been setup. It does not show the default configuration of #
  8. # how any new preset will look, but rather how the individual objects in it #
  9. # will look if they present and missing fields. #
  10. # #
  11. # For any questions not answered in this demo, see the official wiki at #
  12. # https://github.com/PersonTheCat/CaveGenerator/wiki #
  13. # #
  14. # ######################################################################### #
  15. # ### Preset Format Info ### #
  16. # ######################################################################### #
  17. # #
  18. # The format used by these presets is known as Hjson, a less picky and #
  19. # more readable counterpart to normal JSON. It accepts various comment #
  20. # styles, allows trailing commas in arrays, does not require commas in #
  21. # objects when elements are placed on new lines, and has other features #
  22. # that should prevent crashes related to syntax errors. You can view #
  23. # hjson.org for more info on using it. #
  24. # #
  25. # These presets have been extended with ".cave" by default so as to more #
  26. # clearly indicate their purpose; however, ".json" and ".hjson" are also #
  27. # accepted by the mod. Presets extended with ".json" will always be treated #
  28. # as regular JSON files and will not get updated with the Hjson syntax. #
  29. # #
  30. # ######################################################################### #
  31. # ### Cat Language Cheat Sheet ### #
  32. # ######################################################################### #
  33. # #
  34. # These are some of the keywords that get reused throughout the preset: #
  35. # * factor: Multiplies a value. #
  36. # * chance: 0.0-1.0% probability. #
  37. # * count: Relative # of tries. #
  38. # #
  39. # ######################################################################### #
  40. # ### Noise Blocks ### #
  41. # ######################################################################### #
  42. # #
  43. # Noise blocks are also common. Here's an overview of each value: #
  44. # #
  45. # # Map generators produce values relative to each (x, z) coordinate, #
  46. # # with the exception of `wall`, which only produces values relative to #
  47. # # each y-coordinate and is used specifically for ravines. #
  48. # #
  49. # # What these will do is modulate the minimum or maximum possible height #
  50. # # of a block. ceiling and floor types can be used in any regular #
  51. # # generator. #
  52. # #
  53. # ceiling|floor|wall: { #
  54. # #
  55. # # The type of noise to be used by this generator. #
  56. # # Possible values include: Value, ValueFractal, Perlin, #
  57. # # PerlinFractal, Simplex, SimplexFractal, Cellular, WhiteNoise, #
  58. # # Cubic, and CubicFractal. #
  59. # # Not case sensitive. #
  60. # # default: SimplexFractal #
  61. # type: NoiseType value; from string #
  62. # #
  63. # # Alters the distance between peaks of values. #
  64. # frequency: floating-point value #
  65. # #
  66. # # The minimum *and* maximum possible values produced by this #
  67. # # generator. #
  68. # range: [ integer, integer ] #
  69. # #
  70. # # Used to produce a common output between multiple noise generators. #
  71. # seed: integer #
  72. # #
  73. # } #
  74. # #
  75. # # Region generators produce values at each (x, z) coordinate. #
  76. # #
  77. # # They are responsible for determining the 2-dimensional space inside #
  78. # # of which *any* feature can spawn. They can be used in any regular #
  79. # # generator. #
  80. # #
  81. # region: { #
  82. # #
  83. # # The type of noise to be used by this generator. #
  84. # # Possible values include: Value, ValueFractal, Perlin, #
  85. # # PerlinFractal, Simplex, SimplexFractal, Cellular, WhiteNoise, #
  86. # # Cubic, and CubicFractal. #
  87. # # Not case sensitive. #
  88. # # default: SimplexFractal #
  89. # type: NoiseType value; from string #
  90. # #
  91. # # Limits the range of acceptable values. In a sense, this effectively #
  92. # # increases or decreases the width of each peak of values generated. #
  93. # # In most cases throughout this mod, changing the scale in a noise #
  94. # # block alters the size of each area that gets decorated. This #
  95. # # parameter is only used whenever the noise generator is used to #
  96. # # produce a boolean. It works by scaling the threshold of acceptable #
  97. # # values. #
  98. # scale: floating-point value #
  99. # #
  100. # # Alters the distance between peaks of values. #
  101. # frequency: floating-point value #
  102. # #
  103. # # Used to produce a common output between multiple noise generators. #
  104. # seed: integer #
  105. # } #
  106. # #
  107. # # Noise generators produce values in full 3-dimensional space. #
  108. # #
  109. # # This type is capable of producing blobs of noise which can be used to #
  110. # # restrict the valid 3-dimensional space for *any* feature. #
  111. # #
  112. # noise|generator: { #
  113. # #
  114. # # See scale above. #
  115. # scale: floating-point value #
  116. # #
  117. # # See frequency above. #
  118. # frequency: floating-point value #
  119. # #
  120. # # Stretches and skews the scale on the vertical axis. Literally means #
  121. # # that clusters generated will either be shorter or taller. #
  122. # skew: floating-point value #
  123. # #
  124. # # The octave lacunarity of fractal noise types. Higher values produce #
  125. # # deeper and more precise fractals. #
  126. # # default: 1.0 #
  127. # lacunarity: floating-point value #
  128. # #
  129. # # The octave gain for fractal noise types. #
  130. # # default: 0.5 #
  131. # gain: floating-point value #
  132. # #
  133. # # The maximum distance a cellular point can move from its grid #
  134. # # position when using cellular types. #
  135. # # default: 0.45 #
  136. # jitter: floating-point value #
  137. # #
  138. # # Overrides jitter on the x-axis. #
  139. # jitterX: floating-point value #
  140. # #
  141. # # Overrides jitter on the y-axis. #
  142. # jitterY: floating-point value #
  143. # #
  144. # # Overrides jitter on the z-axis. #
  145. # jitterZ: floating-point value #
  146. # #
  147. # # The number of generation passes. This effectively increases the #
  148. # # resolution of clusters (makes them *less* smooth) at the cost of #
  149. # # performance. #
  150. # # default: 1 #
  151. # octaves: integer value #
  152. # #
  153. # # Whether to apply a gradient perturb all values input to the noise #
  154. # # generator, warping the output. #
  155. # # default: false #
  156. # perturb: boolean value #
  157. # #
  158. # # Sets the maximum amount to warp coordinates when perturb is #
  159. # # enabled. #
  160. # # default: 1.0 #
  161. # perturbAmp: floating-point value #
  162. # #
  163. # # The frequency used in warping input coordinates. #
  164. # # default: 0.1 #
  165. # perturbFreq: floating-point value #
  166. # #
  167. # # Inverts the noise generator's output. #
  168. # # default: false #
  169. # invert: boolean value #
  170. # #
  171. # # The type of noise to be used by this generator. #
  172. # # Possible values include: Value, ValueFractal, Perlin, #
  173. # # PerlinFractal, Simplex, SimplexFractal, Cellular, WhiteNoise, #
  174. # # Cubic, and CubicFractal. #
  175. # # Not case sensitive. #
  176. # # default: SimplexFractal #
  177. # type: NoiseType value; from string #
  178. # #
  179. # # The type of interpolation to use. #
  180. # # Possible values include: Linear, Hermite, and Quintic. #
  181. # # Not case sensitive. #
  182. # # default: Hermite #
  183. # interp: Interp value; from string #
  184. # #
  185. # # Determines how this noise will be fractalized, when applicable. #
  186. # # Possible values include: FBM, Billow, and RigidMulti. #
  187. # # Not case sensitive. #
  188. # # default: FBM #
  189. # fractal: FractalType value; from string #
  190. # #
  191. # # The type of distance function in cellular noise calculations. #
  192. # # Possible values include: Euclidian, Manhattan, and Natural. #
  193. # # Not case sensitive. #
  194. # # default: Euclidian #
  195. # distFunc: CellularDistanceFunction type; from string #
  196. # #
  197. # # The return type from cellular noise calculations. #
  198. # # Possible values include: CellValue, NoiseLookup, Distance, #
  199. # # Distance2, Distance2Add, Distance2Sub, Distance2Mul, Distance2Div, #
  200. # # Distance3, Distance3Add, Distance3Sub, Distance3Mul, and #
  201. # # Distance3Div. #
  202. # # Not case sensitive. #
  203. # # default: Distance2 #
  204. # returnType: CellularReturnType type; from string #
  205. # #
  206. # # Sets the noise type used when returnType is set to NoiseLookup. #
  207. # # See `type` for possible values. #
  208. # # default: Simplex #
  209. # cellularLookup: NoiseType type; from string #
  210. # #
  211. # # Used to produce a common output between multiple noise generators. #
  212. # seed: integer #
  213. # } #
  214. # #
  215. # The majority of all noise parameters above have equivalent counterparts #
  216. # in the standard FastNoise library. The easiest way to learn what they do #
  217. # is to visit the link below and see them in action. It would be a great #
  218. # idea to download the FastNoise preview application and try changing the #
  219. # parameters on your own to get a fast, graphical representation of how #
  220. # your changes will look in-game. #
  221. # #
  222. # ######################################################################### #
  223. # ### ScalableFloats ### #
  224. # ######################################################################### #
  225. # #
  226. # Many of the fields inside of tunnels and ravines are referred to #
  227. # internally as "ScalableFloats." These objects technically all contain the #
  228. # same fields, but those fields are not used as consistently as in noise #
  229. # blocks. This is why they are not named according to their type, unlike #
  230. # noise blocks. #
  231. # #
  232. # ScalableFloats essentially serve to update a floating-point value each #
  233. # time it gets used. So, their parameters are a reflection of that process. #
  234. # The basic function of this type of field is documented below. #
  235. # #
  236. # valueName: { #
  237. # #
  238. # # Initial value #
  239. # startVal: floating-point value #
  240. # #
  241. # # A random value from 0 to input which multiplies #
  242. # # startVal. #
  243. # startValRandFactor: floating-point value #
  244. # #
  245. # # A constant value which multiplies the current value after each use. #
  246. # factor: floating-point value #
  247. # #
  248. # # A random value from 0 to input which multiplies the current value #
  249. # # after each use. #
  250. # randFactor: floating-point value #
  251. # #
  252. # # A constant value. The current value is raised to this power after #
  253. # # after each use. #
  254. # exponent: floating-point value #
  255. # } #
  256. # #
  257. # Despite the inconsistency in terms of which fields are actually used, #
  258. # their identical structure and use of only one single value type allows #
  259. # them to be written with a much prettier syntax. Some users may prefer #
  260. # this syntax thanks to its concision. The following example shows how this #
  261. # would look. #
  262. # #
  263. # # Example values. Helps clarify the order. #
  264. # standard: { #
  265. # startVal: 1.0 #
  266. # startValRandFactor: 2.0 #
  267. # factor: 3.0 #
  268. # randFactor: 4.0 #
  269. # exponent: 5.0 #
  270. # } #
  271. # #
  272. # # Make sure to use an array here, not an object. Trailing values (near #
  273. # # the end) can be omitted, but intermediate values cannot, since the #
  274. # # order does matter. #
  275. # # Note: this may be removed at some point. #
  276. # identical: [ 1.0, 2.0, 3.0, 4.0, 5.0 ] #
  277. # ------------------------------------------------------------------------- #
  278.  
  279. # ------------------------------------------------------------------------- #
  280. # ######################################################################### #
  281. # ### Global Conditions ### #
  282. # ######################################################################### #
  283. # #
  284. # This section contains all of the global spawn conditions you can place #
  285. # at the root level of your presets. In this version, there is only one #
  286. # single value which controls the entire preset: `enabled`. #
  287. # ------------------------------------------------------------------------- #
  288.  
  289. enabled: true
  290.  
  291. # ------------------------------------------------------------------------- #
  292. # ######################################################################### #
  293. # ### Spawn Condition Overrides ### #
  294. # ######################################################################### #
  295. # #
  296. # This section demonstrates a series of values which may optionally be #
  297. # placed at the top level to provide a common default which will be used #
  298. # elsewhere. #
  299. # #
  300. # Any of these values can be placed in *any* generator to restrict where #
  301. # that generator can spawn. This can be used to manipulate which biomes, #
  302. # dimensions, and noise values are reuquired at given location for a #
  303. # feature to be valid. #
  304. # ------------------------------------------------------------------------- #
  305.  
  306. biomes: {
  307. names: []
  308. IDs: []
  309. types: []
  310. }
  311.  
  312. blacklistBiomes: false
  313. dimensions: []
  314. blacklistDimensions: false
  315.  
  316. height: [ 0, 255 ]
  317.  
  318. # ------------------------------------------------------------------------- #
  319. # ######################################################################### #
  320. # ### Noise Placement Overrides ### #
  321. # ######################################################################### #
  322. # #
  323. # This section demonstrates a series of values which may optionally be #
  324. # placed at the top level to provide a common default which will be used #
  325. # elsewhere. #
  326. # #
  327. # This section contains all of the different noise parameters that can #
  328. # be used to restrict any feature according to noise parameters. For more #
  329. # information on how to use them, see the documentation at the top. #
  330. # #
  331. # ------------------------------------------------------------------------- #
  332.  
  333. ceiling: {}
  334. floor: {}
  335. region: {}
  336. noise: {}
  337.  
  338. # ------------------------------------------------------------------------- #
  339. # ######################################################################### #
  340. # ### Carver Setting Overrides ### #
  341. # ######################################################################### #
  342. # #
  343. # This section demonstrates a series of values which may optionally be #
  344. # placed at the top level to provide a common default which will be used #
  345. # elsewhere. #
  346. # #
  347. # This section contains all of the generic settings that apply to your #
  348. # world carvers. These include: tunnels, ravines, rooms, and caverns. #
  349. # #
  350. # ------------------------------------------------------------------------- #
  351.  
  352. # For standard carvers: tunnels, ravines, rooms, and caverns.
  353. replaceableBlocks: [ "stone", "dirt", "grass" ]
  354.  
  355. # Put your decorator blocks in this list automatically.
  356. replaceDecorators: true
  357.  
  358. # ------------------------------------------------------------------------- #
  359. # ######################################################################### #
  360. # ### Carver Setting Overrides ### #
  361. # ######################################################################### #
  362. # #
  363. # This section demonstrates a series of values which may optionally be #
  364. # placed at the top level to provide a common default which will be used #
  365. # elsewhere. #
  366. # #
  367. # This section contains all of the decorations that apply exclusively to #
  368. # your block carvers. These include: tunnels, ravines, rooms, and caverns. #
  369. # #
  370. # ------------------------------------------------------------------------- #
  371.  
  372. # These generators change what gets placed instead of air.
  373. caveBlocks: [
  374. {
  375. states: []
  376. chance: 1.0
  377. height: [ 0, 50 ]
  378.  
  379. # ABSENT BY DEFAULT
  380. noise: {}
  381. }
  382. ]
  383.  
  384. # Used for placing blocks inside of or on top of your carver walls.
  385. wallDecorators: [
  386. {
  387. states: []
  388. chance: 1.0
  389. height: [ 0, 50 ]
  390.  
  391. # Block states to place on or in.
  392. matchers: [ ]
  393.  
  394. # Either 'embed' or 'overlay.'
  395. placement: embed
  396.  
  397. # ABSENT BY DEFAULT
  398. noise: {}
  399. }
  400. ]
  401.  
  402. # ------------------------------------------------------------------------- #
  403. # ######################################################################### #
  404. # ### Tunnel Setting Overrides ### #
  405. # ######################################################################### #
  406. # #
  407. # This section demonstrates a series of values which may optionally be #
  408. # placed at the top level to provide a common default which will be used #
  409. # elsewhere. #
  410. # #
  411. # This section contains both of the tunnel features which can be written #
  412. # at the top level instead of inside of the individual tunnel generators. #
  413. # This will provide a common default for each generator in your list. #
  414. # #
  415. # ------------------------------------------------------------------------- #
  416.  
  417. # Single, circular spaces found near the center of cave systems.
  418. rooms: {}
  419.  
  420. # A regular tunnel generator which will spawn as the branch of any other.
  421. branches: {}
  422.  
  423. # ------------------------------------------------------------------------- #
  424. # ######################################################################### #
  425. # ### Carver Generators ### #
  426. # ######################################################################### #
  427. # #
  428. # This section contains all of the actual carver generators you will find #
  429. # in this mod. For more information on using these generators, see the wiki #
  430. # at this link: #
  431. # * https://github.com/PersonTheCat/CaveGenerator/wiki/ #
  432. # #
  433. # ------------------------------------------------------------------------- #
  434.  
  435. # This is the main generator used to produce caves in vanilla Minecraft. `rooms`
  436. # and `ravines` are both just modified versions of this generator.
  437. #
  438. # For more information on these settings, see these pages on the wiki:
  439. #
  440. # Understanding Tunnels:
  441. # * https://github.com/PersonTheCat/CaveGenerator/wiki/Presets:-Understanding-Tunnels
  442. #
  443. # Advanced Tunnels:
  444. # * https://github.com/PersonTheCat/CaveGenerator/wiki/Presets:-Advanced-Tunnels
  445. #
  446. # You can also take a look at some of the other examples in the examples folder.
  447. #
  448. # I recommend looking into these presets to get a better feel:
  449. # * example_presets/spirals.cave
  450. # * example_presets/tunnels.cave
  451. # * example_presets/large_caves.cave
  452. tunnels: [
  453. {
  454. frequency: 15
  455. height: [ 8, 128 ]
  456. systemChance: 0.25
  457. isolatedChance: 0.142
  458. systemDensity: 4
  459. noiseYReduction: true
  460.  
  461. # The length in blocks of this tunnel. 0 is a wildcard (132-176).
  462. distance: 0
  463.  
  464. # When branches are created in vanilla, they shrink. You can disable that.
  465. resizeBranches: true
  466.  
  467. # Radius in blocks.
  468. scale: {
  469. startVal: 0
  470. # startVal += (randomValue * x).
  471. startValRandFactor: 1
  472. factor: 1
  473. randFactor: 0
  474. exponent: 1
  475. }
  476.  
  477. # Vertical ratio of `scale`.
  478. skew: {
  479. startVal: 1
  480. factor: 1
  481. randFactor: 0
  482. exponent: 1
  483. }
  484.  
  485. # The horizontal angle in radians.
  486. yaw: {
  487. startVal: 0
  488.  
  489. # The size of the random number added to startVal.
  490. startValRandFactor: 1
  491. }
  492.  
  493. # The vertical angle in radians.
  494. pitch: {
  495. startVal: 0
  496. startValRandFactor: 0.25
  497. }
  498.  
  499. # The change in yaw over distance.
  500. dYaw: {
  501. startVal: 0 # Added to current yaw
  502. factor: 0.75
  503. randFactor: 4
  504. exponent: 1
  505. }
  506.  
  507. # The change in pitch over distance
  508. dPitch: {
  509. startVal: 0
  510. factor: 0.9
  511. randFactor: 2
  512. exponent: 1
  513. }
  514.  
  515. rooms: {
  516. # Radius in blocks
  517. scale: 6
  518.  
  519. chance: 0.1
  520.  
  521. # Vertical ratio of `scale` (i.e. 1/2)
  522. scaleY: 0.5
  523. }
  524.  
  525. branches: {}
  526. }
  527. ]
  528.  
  529. # This is a modified `tunnels` generator. There are two important differences:
  530. # * scaleY.startVal is three times as high
  531. # * scale is affected by noise.
  532. #
  533. # You can change this noise by adding a noise2D block, but be aware that you
  534. # **should not add one** if you are not going to use it.
  535. ravines: [
  536. {
  537. chance: 0.02
  538. minHeight: 20
  539. maxHeight: 66
  540. distance: 0
  541. dYaw: {
  542. startVal: 0
  543. factor: 0.5
  544. randFactor: 4
  545. exponent: 1
  546. }
  547. dPitch: {
  548. startVal: 0
  549. factor: 0.8
  550. randFactor: 2
  551. exponent: 1
  552. }
  553. scale: {
  554. startVal: 0
  555. startValRandFactor: 2
  556. factor: 1
  557. randFactor: 0
  558. exponent: 1
  559. }
  560. skew: {
  561. startVal: 3
  562. factor: 1
  563. randFactor: 0
  564. exponent: 1
  565. }
  566. yaw: {
  567. startVal: 0
  568. startValRandFactor: 1
  569. }
  570. pitch: {
  571. startVal: 0
  572. startValRandFactor: 0.25
  573. }
  574.  
  575. # Similar to noiseYReduction, but not as random.
  576. noiseYFactor: 0.7
  577.  
  578. # ABSENT BY DEFAULT
  579. walls: {
  580. frequency: 0.1
  581. range: [ 0, 4 ]
  582. }
  583. }
  584. ]
  585.  
  586. # This generator is essentially a wrapper for FastNoise. There is an **array**
  587. # of noise3D blocks to create the main caverns, and then two noise2D blocks which
  588. # close the caverns off with a ceiling and floor. Whatever value is yielded from
  589. # the ceiling and floor generators gets added to minHeight or maxHeight.
  590. caverns: {
  591. height: [ 10, 50 ]
  592.  
  593. generators: [
  594. {
  595. frequency: 0.0143
  596. scale: 0.2
  597. skew: 0.5
  598. }
  599. ]
  600.  
  601. # Defaults that apply to caverns only.
  602. ceiling: {
  603. frequency: 0.02
  604. range: [ -17, -3 ]
  605. }
  606.  
  607. # Defaults that apply to caverns only.
  608. floor: {
  609. frequency: 0.02
  610. range: [ 0, 8 ]
  611. }
  612.  
  613. # Caverns do not have default region values.
  614. region: {}
  615.  
  616. # Caverns do not have default noise values.
  617. noise: {}
  618. }
  619.  
  620. # ------------------------------------------------------------------------- #
  621. # ######################################################################### #
  622. # ### Global Decorators ### #
  623. # ######################################################################### #
  624. # #
  625. # This section contains decorations that apply to your carvers generators #
  626. # **and everything else**. This means that caves generated by other mods #
  627. # will also be affected by these decorations. #
  628. # #
  629. # ------------------------------------------------------------------------- #
  630.  
  631. # See stone_layers.cave for an example of stoneLayers. These are just the
  632. # default values, so you only need to specify the state and maxHeight.
  633. stoneLayers: [
  634. {
  635. # **This value may not be null**.
  636. state: null
  637. height: [ 0, 20 ]
  638.  
  639. ceiling: {
  640. scale: 0.5
  641. frequency: 0.015
  642. range: [ -7, 7 ]
  643. }
  644. }
  645. ]
  646. # See stone_clusters.cave for an example of clusters.
  647. clusters: [
  648. {
  649. states: []
  650. chance: 0.15
  651. radiusX: [ 13, 19 ]
  652. radiusY: [ 9, 15 ]
  653. radiusZ: [ 13, 19 ]
  654. centerHeight: [ 24, 40 ]
  655.  
  656. # Optional blocks to compare against. Leave this empty
  657. # if you don't need it and all stone types will be matched.
  658. matchers: []
  659. }
  660. ]
  661.  
  662. # See stalagmites_large.cave for an example of stalactites. These
  663. # are just the default values, so you only need to specify the state.
  664. largeStalactites: [
  665. {
  666. # **This value may not be null**.
  667. state: null
  668.  
  669. # Type may be `stalactite` or `stalagmite`
  670. type: stalactite
  671.  
  672. # Whether the stalactite should be full-sized.
  673. wide: true
  674. maxLength: 3
  675. chance: 0.167
  676. height: [ 11, 55 ]
  677.  
  678. # Whichever block states this can spawn under or on top of.
  679. matchers: []
  680.  
  681. # ABSENT BY DEFAULT
  682. region: {
  683. scale: 0.7125
  684. frequency: 0.025
  685. }
  686. }
  687. ]
  688.  
  689. # See underground_forest.cave for an example of giantPillars. These are
  690. # the defaults. You just need to specify a state.
  691. pillars: [
  692. {
  693. # **This value may not be null**
  694. # This block makes up the body of the pillar.
  695. state: null
  696.  
  697. # ABSENT BY DEFAULT
  698. # This may be absent but not null.
  699. stairBlock: null
  700.  
  701. # Number of spawn tries per chunk.
  702. frequency: 15
  703.  
  704. length: [ 4, 12 ]
  705. }
  706. ]
  707.  
  708. # Structures are ideal for small decorations. Larger decorations (16x16)+ may
  709. # cause cascading generation lag and should be handled by another mod, such as
  710. # Recurrent Complex or OTG. Structures will be centered around X and Z, but
  711. # not Y. Most of this information can be left out.
  712. #
  713. # See underground_forest.cave for a better example. These are just the default
  714. # values.
  715. structures: [
  716. {
  717. # **This value may not be null**
  718. # this refers to either a resource location or file name.
  719. name: null
  720.  
  721. height: [ 10, 50 ]
  722.  
  723. # The 0-1 ratio of blocks to be retained when spawning.
  724. integrity: 1.0
  725.  
  726. # X, Y, Z spawn offset.
  727. offset: [0, 0, 0]
  728.  
  729. # Number of tries per chunk. Should be low.
  730. count: 1
  731.  
  732. # The 0 - 1 chance any try will succeed.
  733. chance: 0.05
  734.  
  735. # A list of source blocks to match.
  736. matchers: []
  737.  
  738. # Any relative coordinates that must be non-solid.
  739. # Example:
  740. # airMatchers: [
  741. # [0, 1, 0],
  742. # [0, 3, 0]
  743. # ]
  744. airChecks: []
  745. solidChecks: []
  746. nonSolidChecks: []
  747. waterChecks: []
  748.  
  749. # Whether to log the coordinates every time this structure spawns.
  750. debugSpawns: false
  751.  
  752. # Whether to reorient this structure every time it spawns.
  753. rotateRandomly: false
  754. }
  755. ]
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