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# Modified Default config (MCDungeon)

LucianDevran May 14th, 2018 73 Never
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1. # MCDungeon configuration file
2. #
3. # Remember that Minecraft measures coordinates like this:
4. # (X, Y, Z)
5. # X = North-South (positive X is South)
6. # Y = Down-Up (0=bottom of the world, 255=limit of the sky)
7. # Z = East-West (positive Z is West)
8.
9. [dungeon]
10. # This is the percentage of loops in the dungeon. At 0%, each level of
11. # the dungeon will be nearly linear, with a few branches, but never
12. # any loops. At 100% you will basically get a grid with every room connected
13. # all of its neighbors. For best results, keep this < 30%.
14. # Note that certain room types (rooms larger than 1 tile) will also affect
15. # the number of possible loops in a level.
16. loops: 5
17.
18. # Minimum distance (in chunks) from the spawn chunk for the automatic
19. # placement algorithm.
20. min_dist: 30
21.
22. # Maximum distance (in chunks) from the spawn chunk. The actual max distance
23. # will be the minimum of this value or the edge of the world.
24. max_dist: 10000
25.
26. # This will attempt to place multiple dungeons as far away from each other as
27. # possible given the min/max values above. Setting this to False will ignore
28. # distances between dungeons when selecting a location, and give a higher
29. # probability of two dungeons appearing right next to each other.
30. maximize_distance: True
31.
32. # World coordinates of the NW corner of the most NW room (x,y,z)
33. # This overrides the placement algorithm, and places a corner of the dungeon
34. # at this spot.
35. #
36. # This is NOT the location of the entrance.
37. # The entrance position will be chosen from a random room location, unless
38. # you use the --entrance option.
39. #
40. # This does not currently check the bounds of the world to make sure the
41. # dungeon will fit. If you make the dungeon too deep, or too large
42. # it will error out.
43. #
44. # Set force_bury to True to have MCDungeon calculate how far down to
45. # bury the dungeon. With force_bury: False, the dungeon will be placed exactly
46. # at the coords you specify, even in mid air.
47. #
48. # Example: offset: (-72,55,158)
49. offset:
50. force_bury: False
51.
52. # Tower height factor. Some entry towers will be scaled by this amount.
53. # This should be a positive number. 1.0 = the height of a single floor.
54. # Make the tower taller so it's easier to find.
55. tower: 2.0
56.
57. # Setting this to False will turn off any attempt to ruin towers and surface
58. # buildings. Useful if you want to run a tool like Commander Keen's Teeth
59. # of Time tool.
60. # http://www.minecraftforum.net/topic/269176-
61. ruin_ruins: True
62.
63. # Percentage of doors to be placed. 0=none, 100=all
64. doors: 25
65.
66. # Percentage of torches to be placed on a level. The frequency of torches will
67. # be scaled between these two values from the top of the dungeon to the bottom.
68. torches_top: 80
69. torches_bottom: 10
70. # Position of torches on the walls. 1=low, 2=middle, 3=high
71. torches_position: 3
72.
73. # This is the density of chests per 10 rooms per level, rounded up.
74. # For example, a value of 2 will place five chests per level in a 5x5 dungeon.
75. # (25 rooms, 2 chests per 10 = 5 chests)
76. # 1 would place three chests per level in a 5x5 dungeon.
77. chests: 6
78.
79. # When set to True, places two max tier chests in treasure rooms, instead
80. # of one. Good for harder dungeons being raided by a group of adventurers.
81. double_treasure: true
82.
83. # The enchant system decides which kind of enchantments can appear on which
84. # kind of items. (magic_items.txt excluded.)
85. # Possible values are:
86. # * table+book: All legal enchants achieved with an enchanting table or
87. #               an anvil with enchanted books.
88. # * table:      Only enchants that can be achieved with an enchanting table.
89. # * extended:   As table+book, but weapon enchantments (Sharpness, Smite,
90. #               Bane of Arthropods, Knockback, Fire Aspect, Looting) can
91. #               also appear on pickaxes, shovels and axes.
92. # * zistonian:  As Extended, but weapon enchantments can appear on any item
93. #               that is not normally enchantable. e.g. Signs.
94. #               This allows the creation of "Zistonian Battle Sign" type
95. #               items. WARNING: Because these do not lose durability when
96. #               you attack, this is considered extremely overpowered.
97. # * anything:   Complete madness: any enchantment can appear on any
98. #               item. You probably don't want to use this value.
99. enchant_system: zistonian
100.
101. # Density of random monster spawners placed per level.
102. spawners: 1.0
103.
104. # Hide spawners behind walls. This will not affect any extra spawners placed
105. # by room features or treasure rooms.
106. hidden_spawners: false
107.
108. # Custom spawner settings. These values will be used for all spawners
109. # but can be overridden by values in the YAML file, if provided.
110. # The example settings are the defaults. (Uncomment to change.) For more
111. # information see: http://www.minecraftwiki.net/wiki/Mob_spawner#Spawning_behavior
112. #
113. # SpawnCount: 4
114. # SpawnMaxNearbyEntities: 6
115. # SpawnMinDelay: 200
116. # SpawnMaxDelay: 799
117. # SpawnRequiredPlayerRange: 16
118. #
119. # Treasure Room spawner settings. As above, but only applies to spawners
120. # in the final treasure room. Uncomment for a more challenging end game!
121. # treasure_SpawnCount: 6
122. # treasure_SpawnMaxNearbyEntities: 10
123. # treasure_SpawnMinDelay: 200
124. # treasure_SpawnMaxDelay: 600
125. # treasure_SpawnRequiredPlayerRange: 20
126.
127. # Fill caves will fill in caves under and around the dungeon in an
128. # attempt to concentrate random monster spawns inside the dungeon. In
129. # most cases this will result in many more mobs in the dungeon during
130. # the daytime.
131. fill_caves: false
132.
133. # Exit portal.
134. # Setting this to true will create a teleporter in the treasure room that
135. # will teleport a player to the surface. Works in vanilla Minecraft with
136. # command blocks.
137. #
138. # NOTE: You must have command blocks turned on for this to work!
139. exit_portal: true
140.
141. # Player structure detection
142. # This is a list of blocks that are considered to be player structures.
143. # Any chunks that contain these types of blocks will be excluded from the
144. # location algorithm. By default, these are essentially light sources. The
145. # thought being that any structures you care about will be lit.
146. #
147. # This list will shortcut at the first match, (ie: once a block matches, we
148. # won't bother checking the rest) so for maximum efficiency, order this by
149. # most common blocks first. The more blocks you list here the slower the
150. # initial terrain pass will be.
151. #
152. # These names should match the names in materials.cfg. To disable this
153. # feature, just leave this blank.
154. #
155. # NOTE: If you change this, you probably want to delete the chunk cache.
156. # delete the "mcdungeon_cache" in your world folder if it exists.
157. structures: Torch, Glass, Wooden Door, Redstone Torch On, Redstone Torch Off, Glowstone, Sea Lantern, Nether Portal, Powered Rail, Spruce Door, Birch Door, Jungle Door, Acacia Door, Dark Oak Door, Jack O Lantern, Farmland
158.
159. # Restricted biomes
160. # These control whether or not a chunk is excluded from dungeons placement
161. # due to its biome content. River_biomes will exclude a chunk if it is more
162. # than 20% composed of a listed biome ID. ocean_biomes will exclude the chunk
163. # if the most common biome in the chunk is one of the listed biome IDs.
164. # By default, rivers include river and frozen river. Oceans include ocean,
165. # deep ocean, and frozen ocean. If you want to turn this feature off just
166. # make these -1.
167. #
168. # WARNING: If you change this, you MUST delete the mcdungeon_cache directory
169. #          in your map folder. Otherwise you will get unexpected results!
170. #
171. river_biomes: 7, 11
172. ocean_biomes: 0, 10, 24
173.
174. # Force use of incomplete chunks
175. # Change this option to True to force mcdungeon include incomplete chunks in
176. # dungeon placement. These chunks are normally excluded because they can cause
177. # unexpected results, even crashing MCDungeon. It is included as an option
178. # because some map generation methods may not properly mark chunks as complete.
179. # Use only as a last resort. If you change this, you probably want to delete
180. # the chunk cache. Delete "mcdungeon_cache" in your world folder if it exists.
181. use_incomplete_chunks: False
182.
183. # Secret rooms. Secret rooms have quite a few restrictions, so set this high
184. # if you want to see them. In general they will only appear in 1x1x1 rooms
185. # that have one hallway connected. If you set loops high, you'll get fewer
186. # secret rooms because you will have fewer rooms with only one hallway.
187. secret_rooms: 75
188.
189. # Maps. This is the percent chance a map will be generated for a level. The
190. # map will be placed in a random chest on an upper level (if one exists)
191. maps: 80
192. # mapstore will provide an alternate world in which to store your dungeon
194. # Multiverse set this to the name of your primary world. This can also be set
195. # on the command line, or in interactive mode.
196. mapstore:
197. # mapcolor. When the above map items are generated, the item sprite will have
198. # scrawlings of this color. Give a hex RGB value
199. mapcolor: AA0000
200. # paintingcolor. As above, but for paintings items. See README.txt in the
202. paintingcolor: D6D696
203.
204. ### Materials
205. #
206. # Set the materials to use for walls, secret doors, ceilings, floors and
207. # subfloors here. You can choose most block names in items.txt.
208. # You can also choose from a variety of "meta materials" that change
209. # according to position and depth.
210. #
211. # meta_mossycobble: Cobblestone with veins of moss.
212. #
213. # meta_mossystonebrick: Stone bricks with random cracks and veins of moss.
214. #
215. # meta_stonedungeon: Changes as you go deeper. Starts as something like mossy
216. #                    stone bricks and turns to cobble and mossy cobble as
217. #                    levels get deeper.
218. #
219. # meta_decoratedsandstone: Mostly regular sandstone with random smooth stones
220. #                          and horizontal bands of "chiseled" sandstone.
221. #
222. # meta_decoratedredsandstone: As above, but using the red sandstone variant.
223. #
224. ###############################################################################
225.
226. # Material to use for the walls
227. wall: meta_stonedungeon
228.
229. # Material to use for the secret doors
230. secret_door: meta_stonedungeon
231.
232. # Material to use for the ceiling
233. ceiling: meta_mossycobble
234.
235. # Material to use for the default floor
236. floor: stone
237.
238. # Material to use for the default subfloor
239. subfloor: bedrock
240.
241. ### Trap settings
242. #
243. ###############################################################################
244.
245. # Percent chance chest will be trapped.
246. chest_traps: 3
247.
248. # Skeleton balconies. Skeleton balconies appear in tall circular pit rooms.
249. # This is the percent chance a balcony will appear if the conditions are right.
250. # These only appear in pit rooms that are >= 3 deep and have exactly two adjacent
251. # halls. If your dungeon is less than FOUR levels, you will not see these.
252. skeleton_balconies: 65
253.
254. # This is the chance certain pit rooms will be rigged with falling sand traps.
255. # There are a number of restrictions on which rooms can contain these, so
256. # setting this fairly high will still result in relatively few rooms depending
257. # on your config file.
258. # To contain a sand trap a pit room must be > 1 level high, and
259. # only the top most level in a pit can contain a sand trap.
260. sand_traps: 60
261.
262. # Silverfish. This is the percent chance any stone, cobblestone, or stone
263. # brick block will be replaced with a silverfish equivalent. You can use this
264. # to discourage tunneling through walls and floors (if your walls and floors
265. # are mode of stone, cobblestone, or brick)
266. silverfish: 35
267.
268. ### Feature Lists
269. #
270. ###############################################################################
271.
272. # The following sections control the probability of a particular
273. # feature showing up in the algorithm. Each  name is followed by a
274. # weight that determines the probability that feature will be chosen
275. # relative to the others in the list. These numbers do NOT  need to
276. # add up to 100. They are only relative to each other. For example,
277. # a weight of 40 is twice as likely to be chosen as a weight of 20.
278. # These numbers are also not hard, they simply weight the probability
279. # of the randomizer. A very low weight may still occasionally be chosen
280. # more than a high weight, it's just unlikely. A weight of zero means
281. # that feature will never be chosen.
282.
283. # Room types. Basic room shape.
284. [rooms]
285. Alcove: 120
286. Basic: 240
287. Basic2x2: 80
288. Corridor: 240
289. Circular: 240
290. Diamond: 120
291. Pit: 40
292. CircularPit: 40
293. SandstoneCavern: 0
294. SandstoneCavernLarge: 10
295. NaturalCavern: 0
296. NaturalCavernLarge: 10
297. Cavern: 0
298. CavernLarge: 10
299. CellBlock: 40
300. GreatHallNS: 30
301. GreatHallEW: 30
302.
303. # Hall types. Halls connect rooms.
304. [halls]
305. Single: 20
306. Double: 20
307. Triple: 10
308. Four: 10
309. Ten: 10
310.
311. # Hall traps
312. # NOTE: You must have command blocks turned on for traps to work!
313. [hall traps]
314. Blank: 40
315. ArrowTrap: 10
316. ExplodingArrowTrap: 1
317. LavaTrap: 10
318. Portcullis: 150
319.
320. # Floor types. Floors modify the flooring of a room.
321. # Blank leaves the floor as the floor block.
322. [floors]
323. Blank: 20
324. Cobble: 10
325. BrokenCobble: 30
326. WoodTile: 10
327. MixedWoodTile: 10
328. CheckerRug: 2
330. BrokenCheckerRug: 6
332. CheckerClay: 2
334. BrokenCheckerClay: 6
336. DoubleSlab: 10
337. BrokenDoubleSlab: 30
338. Mud: 30
339. Sand: 30
340. StoneBrick: 10
341. BrokenStoneBrick: 30
342. StoneTile: 10
343. BrokenStoneTile: 30
344. Mosaic: 2
345. BrokenMosaic: 8
346.
347. # Feature types. Features fill or modify a room.
348. # Blank is an empty room.
349. [features]
350. Arcane: 10
351. Blank: 10
352. Cell: 10
353. Chapel: 10
354. CircleOfSkulls: 5
355. ConstructionArea: 10
356. Columns: 30
357. Chasm: 10
358. Dais: 10
359. Farm: 10
360. Forge: 10
361. LavaChasm: 10
362. Mushrooms: 10
363. Pool: 10
364. River: 10
365. MessHall: 10
366. WildGrowth: 5
367. WildGarden: 0
368.
369. # Stairwells. Stairwells connect floors.
370. [stairwells]
371. Scaffolding: 10
372. Stairwell: 10
373. TripleStairs: 10
375.
376. # Secret room types. Secret rooms are hidden rooms with awesome stuff.
377. [secret rooms]
378. SecretAlchemyLab: 10
379. SecretArmory: 10
380. SecretEnchantingLibrary: 10
381. SecretSepulchure: 10
382. SecretStudy: 10
383. SecretShop: 15
384.
385. # Ruin types. Ruins are created on the surface. To disable ruins, just make
386. # "Blank" 1 and the rest zero.
387. [ruins]
388. Blank: 40
389. HouseFrame: 10
390. CircularTower: 20
391. SquareTower: 20
392. Arches: 10
393.
394. # Entrances. These are placed on the surface over the entrance room.
395. # This first block is the deafult set. If no biome specific version
396. # exists below, this is the list that is used. You can find the biome
397. # numbers here:
398. # http://www.minecraftwiki.net/wiki/Biome#Biome_numbers
399. [entrances]
400. SquareTowerEntrance: 20
401. RuinedSquareTowerEntrance: 20
402. RoundTowerEntrance: 20
403. RuinedRoundTowerEntrance: 20
404. StepPyramid: 10
405. EvilRunestones: 10
406. RuinedFane: 10
407. Barrow: 15
408. MazeEntrance: 15
409. # Desert
410. [entrances.2,130]
411. SquareTowerEntrance: 10
412. RuinedSquareTowerEntrance: 10
413. RoundTowerEntrance: 10
414. RuinedRoundTowerEntrance: 10
415. StepPyramid: 30
416. EvilRunestones: 5
417. RuinedFane: 20
418. Barrow: 20
419. Oasis: 30
420. MazeEntrance: 5
421. # Jungle
422. [entrances.21,149,23,151]
423. SquareTowerEntrance: 10
424. RuinedSquareTowerEntrance: 10
425. RoundTowerEntrance: 10
426. RuinedRoundTowerEntrance: 10
427. StepPyramid: 30
428. EvilRunestones: 10
429. MazeEntrance: 15
430. # Mesas
431. [entrances.37,165,38,166,39,167]
432. SquareTowerEntrance: 10
433. RuinedSquareTowerEntrance: 10
434. RoundTowerEntrance: 10
435. RuinedRoundTowerEntrance: 10
436. EvilRunestones: 1
437. StepPyramid: 10
438. RuinedFane: 10
439. MazeEntrance: 10
440. # "Hills" biomes
441. [entrances.3,131,17,18,19,22,28,156,34,162,36,164]
442. SquareTowerEntrance: 10
443. RuinedSquareTowerEntrance: 10
444. RoundTowerEntrance: 10
445. RuinedRoundTowerEntrance: 10
446. EvilRunestones: 1
447. MazeEntrance: 3
448.
449. # Treasure rooms. A unique room at the bottom of the dungeon, usually
450. # containing the top tier treasure.
451. [treasure rooms]
452. Arena: 5
453. Crypt: 25
454. IllagerLibrary: 25
455. PitWithArchers: 5
456. ThroneRoom: 25
457. SpiderLair: 5
458. EndPortal: 15
459.
460. # Mobs for monster spawners.
461. #
462. # These work like loot tiers (see below). [mobs.0] are for spawners
463. # above ground (like inside the pyramid). The highest numbered mob tier is
464. # reserved for treasure rooms. Note, some treasure rooms have hard coded
465. # mobs. The rest will be chosen as the level go deeper.
466. #
467. # Any minecraft mob entity name should create a monster spawner. However some
468. # don't work well inside dungeons. For example slime and wolves have special
469. # spawn requirements, so it is unlikely any will actually spawn. Ghasts and
470. # Withers are too large to for the rooms etc.
471. #
472. # Due to a technical limitation, The colon ":" character cannot be used in
473. # these entity names. If you need it for a modded mob you can subsitute "!"
475. #
476. # Also supplied are some custom spawners. See README.txt in the spawners
477. # directory for a list of the supplied custom spawners and information on
479. #
480. # This does not affect what critters will spawn naturally within
481. # dark areas of the dungeon.
482. [mobs.0]
483. bat: 10
484. spider: 10
485. zombie: 10
486.
487. [mobs.1]
488. skeleton: 10
489. spider: 10
490. zombie: 7
491. vindication_illager: 3
492. file_Catling: 5
493.
494. [mobs.2]
495. skeleton: 25
496. spider: 30
497. zombie: 25
498. vindication_illager: 5
499. Creeper: 10
500. cave_spider: 10
501. file_Catling: 1
502.
503. [mobs.3]
504. creeper: 20
505. silverfish: 1
506. skeleton: 33
507. spider: 40
508. cave_spider: 20
509. magma_cube: 20
510. wither_skeleton: 10
511. file_Zombie_Strong: 10
512. file_Zombie_Fast: 10
513. file_zombie_villager: 10
514. file_Chargedcreeper: 1
515. zombie: 33
516. vindication_illager: 7
517. file_Skeleton_Armored_Axe_Iron: 10
518. file_Skeleton_Armored_Sword_Iron: 10
519. file_Skeleton_Armored_Sword_Leather: 10
520. file_Skeleton_Tipped_Arrows: 10
521.
522. [mobs.4]
523. file_Zombie_Strong: 10
524. file_Zombie_Fast: 10
525. wither_skeleton: 10
526. file_CustomKnight: 10
527. file_Chargedcreeper: 1
528. file_Angrypig: 10
529. skeleton: 10
530. blaze: 10
531. silverfish: 10
532. file_Skeleton_Armored_Axe_Iron: 10
533. file_Skeleton_Armored_Sword_Iron: 10
534. file_Skeleton_Armored_Sword_Leather: 10
535. file_Skeleton_Tipped_Arrows: 10
536.
537. # Ammo for projectile traps. (Used for Arrow hall traps)
538. # Format is:
539. # Name: Projectile Entity Name, Weight, Data Tag
540. #
541. #        Name = A name for this entry. Must be unique.
542. # Entity Name = This must be a projectiile type entity. See chunk format
543. #               docs for details.
544. #      Weight = Probablity this item will be chosen.
545. #    Data Tag = Data tag for this item. A Motion tag will be added automatically.
546. [projectile traps]
547. Arrow: arrow,30,pickup:2
548. Ghast Fireball: fireball,1,ExplosionPower:1
549. Lingering Potion of Poison: potion,5,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:poison"}}
550. Lingering Potion of Poison II: potion,1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:strong_poison"}}
551. Lingering Potion of Weakness: potion,5,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:weakness"}}
552. Lingering Extended Potion of Weakness: potion,1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:long_weakness"}}
553. Lingering Potion of Slowness: potion,5,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:slowness"}}
554. Lingering Extended Potion of Slowness: potion,1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:long_slowness"}}
555. Lingering Potion of Harming: potion,5,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:harming"}}
556. Lingering Potion of Harming II: potion,1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:strong_harming"}}
557.
558. # Ammo for chest traps
559. # Format is:
560. # Item: weight, number
561. [chest_traps]
562. TNT: 10, 1
563. Spawn Blaze: 1,1
564. Splash Potion of Poison II:1,1
565. Splash Extended Potion of Weakness:1,1
566. Splash Extended Potion of Slowness:1,1
567. Splash Potion of Harming II:1,1
568.
569. ### Loot Tables
570. #
571. ###############################################################################
572.
573. # There are an arbitrary number of loot "tiers"
574. # Tier zero is used for any chests located above the ceiling of the topmost
575. # dungeon level. (like the tower) The highest numbered tier is used for a
576. # single chest located at the bottom of the dungeon. All other chests are
577. # picked from tier 1 to (n-1) depending on the level depth. Item names are
578. # taken from items.txt file.
579. #
580. # Lines are:
581. # Item Name(s): (chance to appear),(min-max),(enchantment)
582. #
583. # Where:
584. # (chance to appear) = Percent chance to appear. ie: 1-100
585. # (min-max) = number, or range. ie: 4 or 10-20
586. # (enchant) = Enchant level for items.
587. #             Can be a number, range, or level*number to scale with levels.
588. #
589. # Examples:
590. #
591. # 100% chance of 5-20 torches:
592. # Torch: 100,5-20
593. #
594. # 50% chance of an iron, gold, or diamond level 20 sword:
595. # Iron Sword,Gold Sword,Diamond Sword: 50,1,20
596. #
597. # 20% chance of a stone pickaxe with a level*3.5 enchantment.
598. # (Level 1 =  level 3 enchant, level 9 = level 31 enchant.)
599. # Stone Pickaxe: 20,1,level*3.5
600.
601. [tier0]
602. Torch: 100,5-20,0
603. Arrow: 100,5-30,0
604. Compass: 25,1-1,0
605. Bowl: 90,1-2,0
606. Wheat: 20,3-9,0
607. Brown Mushroom: 50,1-3,0
608. Red Mushroom: 50,1-3,0
610. Bow: 35,1,0
611. Stone Sword: 90,1-2,0
612. Stone Shovel: 50,1,0
613. Stone Pickaxe: 80,1,0
614. Stone Axe: 50,1,0
615. Leather Helmet: 50,1-2,0
616. Leather Chestplate: 50,1-2,0
617. Leather Leggings: 50,1-2,0
618. Leather Boots: 50,1-2,0
619. Bow,Wooden Sword,Stone Sword,Wooden Axe,Stone Axe,Wooden Pickaxe,Stone Pickaxe: 20,1,1-5
620. Leather Helmet,Leather Chestplate,Leather Leggings,Leather Boots: 20,1,1-5
621.
622. [tier1]
623. Torch: 100,5-20,0
624. Arrow: 100,5-30,0
625. Compass: 20,1-1,0
626. Wheat: 50,3-9,0
627. Brown Mushroom: 50,1-3,0
628. Red Mushroom: 50,1-3,0
629. Cooked Fish: 20,1-2,0
630. Bow: 10,1-1,0
632. Apple: 25,1-2,0
633. Pumpkin Pie: 10,1-1,0
634. Stone Sword: 50,1-1,0
635. Stone Shovel: 50,1-1,0
636. Stone Pickaxe: 50,1-1,0
637. Stone Axe: 50,1-1,0
638. Leather Helmet: 50,1-1,0
639. Leather Chestplate: 50,1-1,0
640. Leather Leggings: 50,1-1,0
641. Leather Boots: 50,1-1,0
642. Bottle o' Enchanting: 10,1-5,0
643. Iron Nugget: 20,1-4,0
644.
645. [tier2]
646. Torch: 100,15-40,0
647. Arrow: 100,15-40,0
648. Wheat: 50,3-9,0
649. Brown Mushroom: 50,1-3,0
650. Red Mushroom: 50,1-3,0
651. Cooked Fish: 20,1-2,0
652. Apple: 25,1-1,0
653. Pumpkin Pie: 10,1-1,0
654. String: 30,1-10,0
655. Feather: 30,1-10,0
656. Gunpowder: 20,1-10,0
657. Fishing Rod: 20,1-1,0
658. Bow: 10,1-1,0
659. Iron Ingot: 30,1-10,0
660. Flint: 30,1-10,0
661. Rose Red: 10,1-5,0
662. Cactus Green: 10,1-5,0
663. Pink Dye: 10,1-5,0
664. Lime Dye: 10,1-5,0
665. Dandelion Yellow: 10,1-5,0
666. Bone Meal: 10,1-5,0
667. Chainmail Helmet: 30,1-1,0
668. Chainmail Chestplate: 30,1-1,0
669. Chainmail Leggings: 30,1-1,0
670. Chainmail Boots: 30,1-1,0
671. Bottle o' Enchanting: 20,1-5,0
672. Emerald: 10,1-5,0
673.
674. [tier3]
675. Torch: 100,15-40,0
676. Arrow: 100,15-40,0
677. Wheat: 50,3-9,0
678. Brown Mushroom: 50,1-3,0
679. Red Mushroom: 50,1-3,0
680. Cooked Fish: 20,1-2,0
681. Apple: 25,1-1,0
682. Pumpkin Pie: 10,1-1,0
683. Beetroot: 10,1-4,0
684. Golden Apple: 5,1-1,0
685. String: 30,1-10,0
686. Feather: 30,1-10,0
687. Pumpkin Seeds: 15,1-1,0
688. Melon Seeds: 15,1-1,0
689. Carrot: 10,1-2,0
690. Potato: 10,1-2,0
691. Gunpowder: 20,1-10,0
692. Bow: 10,1-1,0
693. Fishing Rod: 20,1-1,0
694. Iron Ingot: 30,1-10,0
695. Flint: 30,1-10,0
696. Ink Sac: 10,1-5,0
697. Rose Red: 10,1-5,0
698. Cactus Green: 10,1-5,0
699. Light Gray Dye: 10,1-5,0
700. Gray Dye: 10,1-5,0
701. Pink Dye: 10,1-5,0
702. Lime Dye: 10,1-5,0
703. Dandelion Yellow: 10,1-5,0
704. Magenta Dye: 10,1-5,0
705. Orange Dye: 10,1-5,0
706. Bone Meal: 10,1-5,0
707. Iron Sword: 10,1-1,0
708. Iron Shovel: 10,1-1,0
709. Iron Pickaxe: 10,1-1,0
710. Iron Axe: 10,1-1,0
711. Iron Helmet: 10,1-1,0
712. Iron Chestplate: 10,1-1,0
713. Iron Leggings: 10,1-1,0
714. Iron Boots: 10,1-1,0
715. Bottle o' Enchanting: 25,1-5,0
716. Emerald: 20,1-5,0
717. Prismarine Shard: 20,5-10,0
718. Potion of Haste,Potion of Dullness,Potion of Resistance,Potion of Blindness,Potion of Hunger,Potion of Decay,Potion of Boosting,Potion of Absorption,Potion of Satiation,Potion of Glowing,Potion of Levitation,Potion of Bad Luck,Potion of Night Vision,Potion of Invisibility,Potion of Leaping,Potion of Fire Resistance,Potion of Swiftness,Potion of Slowness,Potion of Water Breathing,Potion of Healing,Potion of Harming,Potion of Poison,Potion of Regeneration,Potion of Strength,Potion of Weakness,Potion of Luck: 10, 1,0
719. Potion of Dullness arrow,Potion of Blindness arrow,Potion of Hunger arrow,Potion of Decay arrow,Potion of Levitation arrow,Potion of Bad Luck arrow,Potion of Slowness arrow,Potion of Harming arrow,Potion of Poison II arrow,Potion of Weakness arrow: 5, 1-5, 0
720. Iron Horse Armor,Gold Horse Armor: 10, 1-1,0
721. Name Tag: 10, 1-2,0
722.
723. [tier4]
724. Music Disc 13,Music Disc cat,Music Disc blocks,Music Disc chirp,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
725. Music Disc cat,Music Disc blocks,Music Disc chirp,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
726. Golden Apple: 25,1-2,0
727. Enchanted Golden Apple: 5,1-1,0
728. Glistering Melon,Golden Carrot: 10,1-5,0
729. Diamond: 40,1-10,0
730. Pumpkin Seeds: 15,1-1,0
731. Melon Seeds: 15,1-1,0
732. Beetroot Seeds: 15,1-1,0
733. Carrot: 20,1-5,0
734. Potato: 20,1-5,0
735. Gold Ingot: 40,1-10,0
736. Iron Ingot: 40,1-10,0
737. Clay Brick: 40,1-20,0
739. Clock: 25,1-1,0
740. Ink Sac: 10,1-10,0
741. Rose Red: 10,1-10,0
742. Cactus Green: 10,1-10,0
743. Cocoa Beans: 10,1-10,0
744. Lapis Lazuli: 10,1-10,0
745. Purple Dye: 10,1-10,0
746. Cyan Dye: 10,1-10,0
747. Light Gray Dye: 10,1-10,0
748. Gray Dye: 10,1-10,0
749. Pink Dye: 10,1-10,0
750. Lime Dye: 10,1-10,0
751. Dandelion Yellow: 10,1-10,0
752. Light Blue Dye: 10,1-10,0
753. Magenta Dye: 10,1-10,0
754. Orange Dye: 10,1-10,0
755. Bone Meal: 10,1-10,0
756. Ender Pearl: 25,1-2,0
757. Diamond Sword: 25,1-1,0
758. Diamond Shovel: 25,1-1,0
759. Diamond Pickaxe: 25,1-1,0
760. Diamond Axe: 25,1-1,0
761. Diamond Helmet: 25,1-1,0
762. Diamond Chestplate: 25,1-1,0
763. Diamond Leggings: 25,1-1,0
764. Diamond Boots: 25,1-1,0
765. 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
766. 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
767. Spawn Bat,Spawn Chicken,Spawn Cow,Spawn Donkey,Spawn Horse,Spawn Llama,Spawn Mooshroom,Spawn Mule,Spawn Ocelot,Spawn Pig Zombie,Spawn Pig,Spawn Polar Bear,Spawn Rabbit,Spawn Sheep,Spawn Skeleton Horse,Spawn Squid,Spawn Villager,Spawn Wolf,Spawn Zombie Horse: 33,1-2,0
768. Spawn Blaze,Spawn Cave Spider,Spawn Creeper,Spawn Elder Guardian,Spawn Enderman,Spawn Endermite,Spawn Evoker,Spawn Ghast,Spawn Guardian,Spawn Husk,Spawn Magma Cube,Spawn Shulker,Spawn Silverfish,Spawn Skeleton,Spawn Slime,Spawn Spider,Spawn Stray,Spawn Vex,Spawn Vindicator,Spawn Witch,Spawn Wither Skeleton,Spawn Zombie Villager,Spawn Zombie: 33,1-2,0
769. Spawn Bat,Spawn Chicken,Spawn Cow,Spawn Donkey,Spawn Horse,Spawn Llama,Spawn Mooshroom,Spawn Mule,Spawn Ocelot,Spawn Pig Zombie,Spawn Pig,Spawn Polar Bear,Spawn Rabbit,Spawn Sheep,Spawn Skeleton Horse,Spawn Squid,Spawn Villager,Spawn Wolf,Spawn Zombie Horse,Spawn Blaze,Spawn Cave Spider,Spawn Creeper,Spawn Elder Guardian,Spawn Enderman,Spawn Endermite,Spawn Evoker,Spawn Ghast,Spawn Guardian,Spawn Husk,Spawn Magma Cube,Spawn Shulker,Spawn Silverfish,Spawn Skeleton,Spawn Slime,Spawn Spider,Spawn Stray,Spawn Vex,Spawn Vindicator,Spawn Witch,Spawn Wither Skeleton,Spawn Zombie Villager,Spawn Zombie: 75,1-2,0
770. Bottle o' Enchanting: 30,1-5,0
771. Emerald: 30,1-5,0
772. Prismarine Shard: 30,5-10,0
773. Prismarine Crystals: 30,1-5,0
776. magic_Marlin Saber:1,1,0
777. magic_Flame Armour:1,1,0
778. Splash Potion of Haste II,Splash Potion of Dullness II,Splash Potion of Resistance II,Splash Potion of Blindness II,Splash Potion of Hunger II,Splash Potion of Decay II,Splash Potion of Boosting II,Splash Potion of Absorption II,Splash Potion of Satiation II,Splash Potion of Glowing II,Splash Potion of Levitation II,Splash Extended Potion of Night Vision,Splash Extended Potion of Invisibility,Splash Potion of Leaping II,Splash Extended Potion of Leaping,Splash Extended Potion of Fire Resistance,Splash Potion of Swiftness II,Splash Extended Potion of Swiftness,Splash Extended Potion of Slowness,Splash Extended Potion of Water Breathing,Splash Potion of Healing II,Splash Potion of Harming II,Splash Potion of Poison II,Splash Extended Potion of Poison,Splash Potion of Regeneration II,Splash Extended Potion of Regeneration,Splash Potion of Strength II,Splash Extended Potion of Strength,Splash Extended Potion of Weakness,Splash Potion of Luck,Lingering Potion of Haste II,Lingering Potion of Dullness II,Lingering Potion of Resistance II,Lingering Potion of Blindness II,Lingering Potion of Hunger II,Lingering Potion of Decay II,Lingering Potion of Boosting II,Lingering Potion of Absorption II,Lingering Potion of Satiation II,Lingering Potion of Glowing II,Lingering Potion of Levitation II,Lingering Extended Potion of Night Vision,Lingering Extended Potion of Invisibility,Lingering Potion of Leaping II,Lingering Extended Potion of Leaping,Lingering Extended Potion of Fire Resistance,Lingering Potion of Swiftness II,Lingering Extended Potion of Swiftness,Lingering Extended Potion of Slowness,Lingering Extended Potion of Water Breathing,Lingering Potion of Healing II,Lingering Potion of Harming II,Lingering Potion of Poison II,Lingering Extended Potion of Poison,Lingering Potion of Regeneration II,Lingering Extended Potion of Regeneration,Lingering Potion of Strength II,Lingering Extended Potion of Strength,Lingering Extended Potion of Weakness,Lingering Potion of Luck: 25,1,0
779. Potion of Haste II,Potion of Dullness II,Potion of Resistance II,Potion of Blindness II,Potion of Hunger II,Potion of Decay II,Potion of Boosting II,Potion of Absorption II,Potion of Satiation II,Potion of Glowing II,Potion of Levitation II,Extended Potion of Night Vision,Extended Potion of Invisibility,Potion of Leaping II,Extended Potion of Leaping,Extended Potion of Fire Resistance,Potion of Swiftness II,Extended Potion of Swiftness,Extended Potion of Slowness,Extended Potion of Water Breathing,Potion of Healing II,Potion of Harming II,Potion of Poison II,Extended Potion of Poison,Potion of Regeneration II,Extended Potion of Regeneration,Potion of Strength II,Extended Potion of Strength,Extended Potion of Weakness,Potion of Luck: 50,1-3,0
780. Potion of Dullness II arrow,Potion of Blindness II arrow,Potion of Hunger II arrow,Potion of Decay II arrow,Potion of Levitation II arrow,Extended Potion of Slowness arrow,Potion of Harming II arrow,Potion of Poison II arrow,Extended Potion of Weakness arrow: 10, 5-15, 0
781. Dragon's Breath: 10,1-2,0
782. Written Book: 30,1-2,0
783. 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 Eternity,magic_Book of Fish Stories Vol 1,magic_Book of Fish Stories Vol 2,magic_Book of Fish Stories Vol 3,magic_Book of Fish Stories Vol 4,magic_Book of Obsession,magic_Book of Forfeiture,magic_The Sword Master's Guide:35,1,0
784. 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
785. Custom Painting:10,1,0
786. Iron Horse Armor,Gold Horse Armor: 25, 1-1,0
787. Diamond Horse Armor: 10, 1-1,0
788. Name Tag: 25, 1-2,0
790. Elytra:1,1,0
791. Shulker Shell:20,1-2,0
792. Totem of Undying:10,1,0
793. Knowledge Book:10,1-2,0
794.
795. ###########################################################################
796. # TREASURE HUNTS
797.
798. [treasure hunt]
799. # lock the final chest?
800. locked: False
801. # percent chance of bonus chests
802. bonus: 10
803. # add intermediate hidden chests - percentage chance
804. intermediate: 10
805. # Have mobs at the waypoints to defend treasure
806. spawners: True
807.
808. # Landmarks for treasure hunts
809. [landmarks]
810. CircleOfSkulls: 10
811. SignPost: 10
812. SmallCottage: 2
813. RuinedCottage: 5
814. AbandonedCottage: 3
815. Monolith: 10
816. Well: 10
817. Forge: 2
818. AbandonedForge: 5
819. RuinedForge: 3
820. FlowerGarden: 5
821. Graveyard: 10
822. FairyRing: 5
823. #BigTree: 20
824. #Memorial: 10
825.
826. # Desert
827. [landmarks.2,130]
828. CircleOfSkulls: 10
829. SignPost: 5
830. Monolith: 10
831. RuinedCottage: 2
832. AbandonedCottage: 3
833. Well: 10
834. Memorial: 10
835. Graveyard: 10
836. # Jungle
837. [landmarks.21,149,23,151]
838. CircleOfSkulls: 10
839. SignPost: 10
840. SmallCottage: 2
841. RuinedCottage: 5
842. AbandonedCottage: 3
843. Monolith: 10
844. Memorial: 10
845. Graveyard: 10
846. FairyRing: 5
847. # Mesas
848. [landmarks.37,165,38,166,39,167]
849. CircleOfSkulls: 10
850. SignPost: 10
851. SmallCottage: 2
852. RuinedCottage: 5
853. AbandonedCottage: 5
854. Monolith: 10
855. Well: 10
856. Memorial: 10
857. FlowerGarden: 5
858. Graveyard: 10
859. FairyRing: 5
860. Forge: 1
861. AbandonedForge: 2
862. RuinedForge: 2
863. # "Hills" biomes
864. [landmarks.3,131,17,18,19,22,28,156,34,162,36,164]
865. CircleOfSkulls: 5
866. SignPost: 10
867. SmallCottage: 2
868. RuinedCottage: 5
869. AbandonedCottage: 10
870. Monolith: 10
871. Well: 15
872. Memorial: 10
873. FlowerGarden: 5
874. Graveyard: 10
875. FairyRing: 5
876. Forge: 1
877. AbandonedForge: 5
878. RuinedForge: 2
879. #BigTree: 20
880.
881. # Spawning chances for treasure hunt steps
882. # Only pick monsters that can survive in sunlight
883. # Zombies and skeletons must have headgear
884. [landmark_mobs]
885. Spider: 20
886. Creeper: 5
887. Zombie_Sword_Helmet: 10
888. Zombie_Pumpkin: 20
889. Skeleton_Armored_Axe_Iron: 10
890. Skeleton_Armored_Sword_Iron: 10
891. CustomKnight: 5
892. Silverfish_Swarm: 20
893. Skeleton_Pumpkin: 10
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