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  1. #######################################################################
  2. # +-----------------------------------------------------------------+ #
  3. # | BO3 object | #
  4. # +-----------------------------------------------------------------+ #
  5. #######################################################################
  6.  
  7. # This is the config file of a custom object.
  8. # If you add this object correctly to your BiomeConfigs, it will spawn in the world.
  9.  
  10. # This is the creator of this BO3 object
  11. Author: BO3 BulkEdit (by LanToaster)
  12.  
  13. # A short description of this BO3 object
  14. Description: This Object was Created with BO3_BulkEdit
  15.  
  16. # The BO3 version, don't change this! It can be used by external applications to do a version check.
  17. Version: 3
  18.  
  19. # The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
  20. SettingsMode: WriteAll
  21.  
  22.  
  23. #######################################################################
  24. # +-----------------------------------------------------------------+ #
  25. # | Main settings | #
  26. # +-----------------------------------------------------------------+ #
  27. #######################################################################
  28.  
  29. # This needs to be set to true to spawn the object in the Tree and Sapling resources.
  30. Tree: false
  31.  
  32. # The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
  33. # Ignored by Tree(..), Sapling(..) and CustomStructure(..)
  34. Frequency: 1
  35.  
  36. # The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
  37. # Ignored by Tree(..), Sapling(..) and CustomStructure(..)
  38. Rarity: 3
  39.  
  40. # If you set this to true, the BO3 will be placed with a random rotation.
  41. RotateRandomly: true
  42.  
  43. # The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
  44. SpawnHeight: highestSolidBlock
  45.  
  46. # The height limits for the BO3.
  47. MinHeight: 62
  48.  
  49. MaxHeight: 256
  50.  
  51. # Objects can have other objects attacthed to it: branches. Branches can also
  52. # have branches attached to it, which can also have branches, etc. This is the
  53. # maximum branch depth for this objects.
  54. MaxBranchDepth: 10
  55.  
  56. # When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
  57. # If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored.
  58. ExcludedBiomes: All
  59.  
  60.  
  61. #######################################################################
  62. # +-----------------------------------------------------------------+ #
  63. # | Source block settings | #
  64. # +-----------------------------------------------------------------+ #
  65. #######################################################################
  66.  
  67. # The block(s) the BO3 should spawn in.
  68. SourceBlocks: AIR
  69.  
  70. # The maximum percentage of the BO3 that can be outside the SourceBlock.
  71. # The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage.
  72. MaxPercentageOutsideSourceBlock: 0
  73.  
  74. # What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
  75. OutsideSourceBlock: dontPlace
  76.  
  77.  
  78. #######################################################################
  79. # +-----------------------------------------------------------------+ #
  80. # | Blocks | #
  81. # +-----------------------------------------------------------------+ #
  82. #######################################################################
  83.  
  84. # All the blocks used in the BO3 are listed here. Possible blocks:
  85. # Block(x,y,z,id[.data][,nbtfile.nbt)
  86. # RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
  87. # So RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
  88. # the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
  89. # fails, a 100% percent chance to have the contents of anotherchest.nbt.
  90. Block(0,0,0,NETHERRACK:0)
  91. Block(0,1,0,FIRE:0)
  92.  
  93. #######################################################################
  94. # +-----------------------------------------------------------------+ #
  95. # | BO3 checks | #
  96. # +-----------------------------------------------------------------+ #
  97. #######################################################################
  98.  
  99. # Require a condition at a certain location in order for the BO3 to be spawned.
  100. # BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
  101. # BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
  102. # LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)
  103.  
  104. # You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.
  105.  
  106. # Examples:
  107. # BlockCheck(0,-1,0,GRASS,DIRT) Require grass or dirt just below the object
  108. # BlockCheck(0,-1,0,Solid) Require any solid block just below the object
  109. # BlockCheck(0,-1,0,WOOL) Require any type of wool just below the object
  110. # BlockCheck(0,-1,0,WOOL:0) Require white wool just below the object
  111. # BlockCheckNot(0,-1,0,WOOL:0) Require that there is no white wool below the object
  112. # LightCheck(0,0,0,0,1) Require almost complete darkness just below the object
  113.  
  114. #######################################################################
  115. # +-----------------------------------------------------------------+ #
  116. # | Branches | #
  117. # +-----------------------------------------------------------------+ #
  118. #######################################################################
  119.  
  120. # Branches are objects that will spawn when this object spawns when it is used in
  121. # the CustomStructure resource. Branches can also have branches, making complex
  122. # structures possible. See the wiki for more details.
  123.  
  124. # Regular Branches spawn each branch with an independent chance of spawning.
  125. # Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
  126. # branchName - name of the object to spawn.
  127. # rotation - NORTH, SOUTH, EAST or WEST.
  128. # IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank
  129.  
  130. # Weighted Branches spawn branches with a dependent chance of spawning.
  131. # WeightedBranch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
  132. # MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank
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