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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: BO3 BulkEdit (by LanToaster)
- # A short description of this BO3 object
- Description: This Object was Created with BO3_BulkEdit
- # 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: WriteAll
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | 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: 3
- # 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 height limits for the BO3.
- MinHeight: 62
- 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: 0
- # What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
- OutsideSourceBlock: dontPlace
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | 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(0,0,0,NETHERRACK:0)
- Block(0,1,0,FIRE:0)
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | 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
- #######################################################################
- # +-----------------------------------------------------------------+ #
- # | 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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