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Beachbranching
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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: LordSmellyPants | |
# A short description of this BO3 object | |
Description: No description given | |
# 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: WriteDisable | |
####################################################################### | |
# +-----------------------------------------------------------------+ # | |
# | 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: 100.0 | |
# If you set this to true, the BO3 will be placed with a random rotation. | |
RotateRandomly: false | |
# The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock. | |
SpawnHeight: highestSolidBlock | |
# The height limits for the BO3. | |
MinHeight: 0 | |
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: 100 | |
# What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway) | |
OutsideSourceBlock: placeAnyway | |
####################################################################### | |
# +-----------------------------------------------------------------+ # | |
# | 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. | |
####################################################################### | |
# +-----------------------------------------------------------------+ # | |
# | 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(0,0,0,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 | |
BlockCheck(0,-1,0,WATER) | |
BlockCheck(0,-2,0,SAND) | |
BlockCheck(0,-1,1,SAND) | |
####################################################################### | |
# +-----------------------------------------------------------------+ # | |
# | 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 | |
WeightedBranch(0,0,0,BeachHut1,NORTH,15,BeachHut,EAST,15,BeachHutRuined1,SOUTH,15,BeachHutRuined2,WEST,15,60) |
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