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modpack_spring_17/src/mods/OpenTerrainGenerator/worlds/Biome Bundle/WorldObjects/Trees/DarkOak/DarkOakHauntedDead3.bo3
2017-05-08 22:50:59 +01:00

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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: Converted version of the BO2 HauntedDead3
# 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: true
# 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: 2.0
# 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: 61
MaxHeight: 72
# 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: STONE:1,STONE:3,STONE:5,DIRT:1,DIRT,SAND,GRASS,DIRT:2,STATIONARY_WATER,HARD_CLAY,STAINED_CLAY,CLAY,SANDSTONE,SAND:1,AIR,STONE,GRAVEL,31,31:1,31:2,32,37,38,39,40
# 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: 30
# 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.
Block(-4,5,6,LOG_2:13)
Block(0,3,2,LOG_2:13)
Block(-6,-3,1,LOG_2:13)
Block(0,2,2,LOG_2:13)
Block(-4,5,2,LOG_2:13)
Block(-7,-3,1,LOG_2:13)
Block(-7,-2,1,LOG_2:13)
Block(-3,2,4,LOG_2:13)
Block(-5,3,-2,LOG_2:13)
Block(-5,4,-2,LOG_2:13)
Block(-6,-1,4,LOG_2:13)
Block(-3,1,4,LOG_2:13)
Block(-3,4,0,LOG_2:13)
Block(-1,2,4,LOG_2:13)
Block(-6,1,1,LOG_2:13)
Block(-6,0,1,LOG_2:13)
Block(3,7,4,LOG_2:13)
Block(3,6,4,LOG_2:13)
Block(-2,6,6,LOG_2:13)
Block(-2,5,6,LOG_2:13)
Block(-2,4,6,LOG_2:13)
Block(-2,7,2,LOG_2:13)
Block(-6,8,5,LOG_2:13)
Block(2,4,1,LOG_2:13)
Block(-2,6,2,LOG_2:13)
Block(-6,7,5,LOG_2:13)
Block(-1,7,8,LOG_2:13)
Block(-1,6,8,LOG_2:13)
Block(-5,-1,3,LOG_2:13)
Block(5,7,4,LOG_2:13)
Block(-3,6,-6,LOG_2:13)
Block(-5,0,3,LOG_2:13)
Block(-5,1,3,LOG_2:13)
Block(1,6,5,LOG_2:13)
Block(1,5,5,LOG_2:13)
Block(-8,-3,2,LOG_2:13)
Block(-4,2,5,LOG_2:13)
Block(1,8,9,LOG_2:13)
Block(-4,1,5,LOG_2:13)
Block(-4,5,1,LOG_2:13)
Block(1,7,9,LOG_2:13)
Block(-4,4,1,LOG_2:13)
Block(-7,-2,3,LOG_2:13)
Block(-7,-3,3,LOG_2:13)
Block(-5,4,-3,LOG_2:13)
Block(-5,5,-3,LOG_2:13)
Block(-1,2,3,LOG_2:13)
Block(-1,5,-2,LOG_2:13)
Block(-6,-2,4,LOG_2:13)
Block(-6,0,2,LOG_2:13)
Block(-1,6,7,LOG_2:13)
Block(-2,4,5,LOG_2:13)
Block(-2,3,5,LOG_2:13)
Block(-4,6,-6,LOG_2:13)
Block(3,8,9,LOG_2:13)
Block(-3,4,-1,LOG_2:13)
Block(-3,5,-1,LOG_2:13)
Block(-5,9,4,LOG_2:13)
Block(-5,10,4,LOG_2:13)
Block(-5,1,0,LOG_2:13)
Block(-5,3,0,LOG_2:13)
Block(-5,2,0,LOG_2:13)
Block(-5,1,4,LOG_2:13)
Block(-3,11,3,LOG_2:13)
Block(-5,0,4,LOG_2:13)
Block(0,6,-2,LOG_2:13)
Block(0,5,-2,LOG_2:13)
Block(-4,0,4,LOG_2:13)
Block(-4,4,0,LOG_2:13)
Block(-4,3,0,LOG_2:13)
Block(-4,1,4,LOG_2:13)
Block(2,6,4,LOG_2:13)
Block(-3,5,6,LOG_2:13)
Block(1,6,-2,LOG_2:13)
Block(-3,4,6,LOG_2:13)
Block(-3,5,2,LOG_2:13)
Block(-3,3,6,LOG_2:13)
Block(-3,6,2,LOG_2:13)
Block(-5,5,-4,LOG_2:13)
Block(-2,5,-1,LOG_2:13)
Block(-6,-1,2,LOG_2:13)
Block(-6,-3,2,LOG_2:13)
Block(-4,6,-5,LOG_2:13)
Block(-6,-2,2,LOG_2:13)
Block(-1,7,2,LOG_2:13)
Block(-4,3,-1,LOG_2:13)
Block(-4,10,3,LOG_2:13)
Block(-4,11,3,LOG_2:13)
Block(-2,3,4,LOG_2:13)
Block(-2,2,4,LOG_2:13)
Block(0,7,9,LOG_2:13)
Block(-5,6,5,LOG_2:13)
Block(-5,7,5,LOG_2:13)
Block(4,7,4,LOG_2:13)
Block(1,4,1,LOG_2:13)
Block(0,7,1,LOG_2:13)
Block(1,3,1,LOG_2:13)
Block(-5,1,1,LOG_2:13)
Block(0,5,5,LOG_2:13)
Block(-6,-2,3,LOG_2:13)
Block(-6,-1,3,LOG_2:13)
Block(-6,-3,3,LOG_2:13)
Block(-5,2,-1,LOG_2:13)
Block(0,2,3,LOG_2:13)
Block(-4,10,4,LOG_2:13)
Block(-5,3,-1,LOG_2:13)
Block(-4,1,3,LOG_2:13)
Block(-5,-1,4,LOG_2:13)
Block(2,6,5,LOG_2:13)
Block(-3,2,5,LOG_2:13)
Block(-3,4,5,LOG_2:13)
Block(-3,3,5,LOG_2:13)
Block(-2,5,-2,LOG_2:13)
Block(2,8,9,LOG_2:13)
Block(-4,5,-4,LOG_2:13)
Block(-6,0,4,LOG_2:13)
Block(-4,6,-4,LOG_2:13)
Block(-1,4,5,LOG_2:13)
Block(-6,1,0,LOG_2:13)
Block(-2,6,7,LOG_2:13)
Block(-1,7,1,LOG_2:13)
Block(-6,0,0,LOG_2:13)
Block(-1,5,5,LOG_2:13)
Block(-8,-3,1,LOG_2:13)
Block(-6,9,4,LOG_2:13)
Block(-6,8,4,LOG_2:13)
Block(-5,5,6,LOG_2:13)
Block(-7,-3,2,LOG_2:13)
Block(-5,6,6,LOG_2:13)
Block(-7,-1,2,LOG_2:13)
Block(-7,-2,2,LOG_2:13)
Block(1,3,2,LOG_2:13)
Block(-3,6,-7,LOG_2:13)
Block(0,7,8,LOG_2:13)
#######################################################################
# +-----------------------------------------------------------------+ #
# | 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:
# MinHeight: 61 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
BlockCheck(0,-1,0,GRASS,DIRT,STONE)
#######################################################################
# +-----------------------------------------------------------------+ #
# | 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