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  1. #######################################################################
  2. # +-----------------------------------------------------------------+ #
  3. # | BO3 object | #
  4. # +-----------------------------------------------------------------+ #
  5. #######################################################################
  6. # This is the config file of a custom object.
  7. # If you add this object correctly to your BiomeConfigs, it will spawn in the world.
  8. # This is the creator of this BO3 object
  9. Author: LanToaster
  10. # A short description of this BO3 object
  11. Description: No description given
  12. # The BO3 version, don't change this! It can be used by external applications to do a version check.
  13. Version: 3
  14. # The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
  15. SettingsMode: WriteDisable
  16. #######################################################################
  17. # +-----------------------------------------------------------------+ #
  18. # | Main settings | #
  19. # +-----------------------------------------------------------------+ #
  20. #######################################################################
  21. # This needs to be set to true to spawn the object in the Tree and Sapling resources.
  22. Tree: false
  23. # The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
  24. # Ignored by Tree(..), Sapling(..) and CustomStructure(..)
  25. Frequency: 1
  26. # The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
  27. # Ignored by Tree(..), Sapling(..) and CustomStructure(..)
  28. Rarity: 100.0
  29. # If you set this to true, the BO3 will be placed with a random rotation.
  30. RotateRandomly: false
  31. # The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
  32. SpawnHeight: highestBlock
  33. # The height limits for the BO3.
  34. MinHeight: 0
  35. MaxHeight: 256
  36. # Objects can have other objects attacthed to it: branches. Branches can also
  37. # have branches attached to it, which can also have branches, etc. This is the
  38. # maximum branch depth for this objects.
  39. MaxBranchDepth: 10
  40. # When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
  41. # If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored.
  42. ExcludedBiomes: All
  43. #######################################################################
  44. # +-----------------------------------------------------------------+ #
  45. # | Source block settings | #
  46. # +-----------------------------------------------------------------+ #
  47. #######################################################################
  48. # The block(s) the BO3 should spawn in.
  49. SourceBlocks: GRASS
  50. # The maximum percentage of the BO3 that can be outside the SourceBlock.
  51. # The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage.
  52. MaxPercentageOutsideSourceBlock: 100
  53. # What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
  54. OutsideSourceBlock: dontPlace
  55. #######################################################################
  56. # +-----------------------------------------------------------------+ #
  57. # | Blocks | #
  58. # +-----------------------------------------------------------------+ #
  59. #######################################################################
  60. # All the blocks used in the BO3 are listed here. Possible blocks:
  61. # Block(x,y,z,id[.data][,nbtfile.nbt)
  62. # RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
  63. # So RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
  64. # the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
  65. # fails, a 100% percent chance to have the contents of anotherchest.nbt.
  66. Block(0,0,0,GLASS)
  67. Block(-2,-2,-2,GLASS)
  68. Block(-2,-2,-1,GLASS)
  69. Block(-2,-2,0,GLASS)
  70. Block(-2,-2,1,GLASS)
  71. Block(-2,-2,2,GLASS)
  72. Block(-2,-1,-2,GLASS)
  73. Block(-2,-1,-1,GLASS)
  74. Block(-2,-1,0,GLASS)
  75. Block(-2,-1,1,GLASS)
  76. Block(-2,-1,2,GLASS)
  77. Block(-2,0,-2,GLASS)
  78. Block(-2,0,-1,GLASS)
  79. Block(-2,0,0,GLASS)
  80. Block(-2,0,1,GLASS)
  81. Block(-2,0,2,GLASS)
  82. Block(-2,1,-2,GLASS)
  83. Block(-2,1,-1,GLASS)
  84. Block(-2,1,0,GLASS)
  85. Block(-2,1,1,GLASS)
  86. Block(-2,1,2,GLASS)
  87. Block(-2,2,-2,GLASS)
  88. Block(-2,2,-1,GLASS)
  89. Block(-2,2,0,GLASS)
  90. Block(-2,2,1,GLASS)
  91. Block(-2,2,2,GLASS)
  92. Block(-1,-2,-2,GLASS)
  93. Block(-1,-2,-1,GLASS)
  94. Block(-1,-2,0,GLASS)
  95. Block(-1,-2,1,GLASS)
  96. Block(-1,-2,2,GLASS)
  97. Block(-1,-1,-2,GLASS)
  98. Block(-1,-1,-1,GLASS)
  99. Block(-1,-1,0,GLASS)
  100. Block(-1,-1,1,GLASS)
  101. Block(-1,-1,2,GLASS)
  102. Block(-1,0,-2,GLASS)
  103. Block(-1,0,-1,GLASS)
  104. Block(-1,0,0,GLASS)
  105. Block(-1,0,1,GLASS)
  106. Block(-1,0,2,GLASS)
  107. Block(-1,1,-2,GLASS)
  108. Block(-1,1,-1,GLASS)
  109. Block(-1,1,0,GLASS)
  110. Block(-1,1,1,GLASS)
  111. Block(-1,1,2,GLASS)
  112. Block(-1,2,-2,GLASS)
  113. Block(-1,2,-1,GLASS)
  114. Block(-1,2,0,GLASS)
  115. Block(-1,2,1,GLASS)
  116. Block(-1,2,2,GLASS)
  117. Block(0,-2,-2,GLASS)
  118. Block(0,-2,-1,GLASS)
  119. Block(0,-2,0,GLASS)
  120. Block(0,-2,1,GLASS)
  121. Block(0,-2,2,GLASS)
  122. Block(0,-1,-2,GLASS)
  123. Block(0,-1,-1,GLASS)
  124. Block(0,-1,0,GLASS)
  125. Block(0,-1,1,GLASS)
  126. Block(0,-1,2,GLASS)
  127. Block(0,0,-2,GLASS)
  128. Block(0,0,-1,GLASS)
  129. Block(0,0,1,GLASS)
  130. Block(0,0,2,GLASS)
  131. Block(0,1,-2,GLASS)
  132. Block(0,1,-1,GLASS)
  133. Block(0,1,0,GLASS)
  134. Block(0,1,1,GLASS)
  135. Block(0,1,2,GLASS)
  136. Block(0,2,-2,GLASS)
  137. Block(0,2,-1,GLASS)
  138. Block(0,2,0,GLASS)
  139. Block(0,2,1,GLASS)
  140. Block(0,2,2,GLASS)
  141. Block(1,-2,-2,GLASS)
  142. Block(1,-2,-1,GLASS)
  143. Block(1,-2,0,GLASS)
  144. Block(1,-2,1,GLASS)
  145. Block(1,-2,2,GLASS)
  146. Block(1,-1,-2,GLASS)
  147. Block(1,-1,-1,GLASS)
  148. Block(1,-1,0,GLASS)
  149. Block(1,-1,1,GLASS)
  150. Block(1,-1,2,GLASS)
  151. Block(1,0,-2,GLASS)
  152. Block(1,0,-1,GLASS)
  153. Block(1,0,0,GLASS)
  154. Block(1,0,1,GLASS)
  155. Block(1,0,2,GLASS)
  156. Block(1,1,-2,GLASS)
  157. Block(1,1,-1,GLASS)
  158. Block(1,1,0,GLASS)
  159. Block(1,1,1,GLASS)
  160. Block(1,1,2,GLASS)
  161. Block(1,2,-2,GLASS)
  162. Block(1,2,-1,GLASS)
  163. Block(1,2,0,GLASS)
  164. Block(1,2,1,GLASS)
  165. Block(1,2,2,GLASS)
  166. Block(2,-2,-2,GLASS)
  167. Block(2,-2,-1,GLASS)
  168. Block(2,-2,0,GLASS)
  169. Block(2,-2,1,GLASS)
  170. Block(2,-2,2,GLASS)
  171. Block(2,-1,-2,GLASS)
  172. Block(2,-1,-1,GLASS)
  173. Block(2,-1,0,GLASS)
  174. Block(2,-1,1,GLASS)
  175. Block(2,-1,2,GLASS)
  176. Block(2,0,-2,GLASS)
  177. Block(2,0,-1,GLASS)
  178. Block(2,0,0,GLASS)
  179. Block(2,0,1,GLASS)
  180. Block(2,0,2,GLASS)
  181. Block(2,1,-2,GLASS)
  182. Block(2,1,-1,GLASS)
  183. Block(2,1,0,GLASS)
  184. Block(2,1,1,GLASS)
  185. Block(2,1,2,GLASS)
  186. Block(2,2,-2,GLASS)
  187. Block(2,2,-1,GLASS)
  188. Block(2,2,0,GLASS)
  189. Block(2,2,1,GLASS)
  190. Block(2,2,2,GLASS)
  191. #######################################################################
  192. # +-----------------------------------------------------------------+ #
  193. # | BO3 checks | #
  194. # +-----------------------------------------------------------------+ #
  195. #######################################################################
  196. # Require a condition at a certain location in order for the BO3 to be spawned.
  197. # BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
  198. # BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
  199. # LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)
  200. # You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.
  201. # Examples:
  202. # BlockCheck(0,-1,0,GRASS,DIRT) Require grass or dirt just below the object
  203. # BlockCheck(0,-1,0,Solid) Require any solid block just below the object
  204. # BlockCheck(0,-1,0,WOOL) Require any type of wool just below the object
  205. # BlockCheck(0,-1,0,WOOL:0) Require white wool just below the object
  206. # BlockCheckNot(0,-1,0,WOOL:0) Require that there is no white wool below the object
  207. # LightCheck(0,0,0,0,1) Require almost complete darkness just below the object
  208. #######################################################################
  209. # +-----------------------------------------------------------------+ #
  210. # | Branches | #
  211. # +-----------------------------------------------------------------+ #
  212. #######################################################################
  213. # Branches are objects that will spawn when this object spawns when it is used in
  214. # the CustomStructure resource. Branches can also have branches, making complex
  215. # structures possible. See the wiki for more details.
  216. # Regular Branches spawn each branch with an independent chance of spawning.
  217. # Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
  218. # branchName - name of the object to spawn.
  219. # rotation - NORTH, SOUTH, EAST or WEST.
  220. # IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank
  221. # Weighted Branches spawn branches with a dependent chance of spawning.
  222. # WeightedBranch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
  223. # MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank
  224. BlockCheck(0,-1,0,GRASS,DIRT)
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