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