[tower] #Spacing between structures #Range: > 1 spacing = 25 #What dimensions should this structure be placed in. Type "all" to allow all dimensions valid_dimensions = "minecraft:overworld" #Offsets the spacing of the structures randomly #Range: > 0 offset = 6 #How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite. is_whitelist = true #A biome filter to determine where the structure should generate. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest. biomes = "#structure_gel:plains, #structure_gel:oak_forest, #structure_gel:dark_forest, #structure_gel:birch_forest, #structure_gel:mountain" #Chance of generating in an allowed chunk #Range: 0.0 ~ 1.0 probability = 0.75 [leviathan] #Spacing between structures #Range: > 1 spacing = 36 #What dimensions should this structure be placed in. Type "all" to allow all dimensions valid_dimensions = "minecraft:overworld" #Offsets the spacing of the structures randomly #Range: > 0 offset = 8 #How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite. is_whitelist = true #A biome filter to determine where the structure should generate. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest. biomes = "#structure_gel:desert" #Chance of generating in an allowed chunk #Range: 0.0 ~ 1.0 probability = 1.0 [snowy_temple] #Spacing between structures #Range: > 1 spacing = 36 #What dimensions should this structure be placed in. Type "all" to allow all dimensions valid_dimensions = "minecraft:overworld" #Offsets the spacing of the structures randomly #Range: > 0 offset = 8 #How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite. is_whitelist = true #A biome filter to determine where the structure should generate. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest. biomes = "#structure_gel:snowy_plains, #structure_gel:snowy_spruce_forest" #Chance of generating in an allowed chunk #Range: 0.0 ~ 1.0 probability = 1.0 [bigger_dungeon] #Spacing between structures #Range: > 1 spacing = 12 #What dimensions should this structure be placed in. Type "all" to allow all dimensions valid_dimensions = "minecraft:overworld" #Offsets the spacing of the structures randomly #Range: > 0 offset = 5 #How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite. is_whitelist = true #A biome filter to determine where the structure should generate. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest. biomes = "#structure_gel:overworld, !mushroom_fields, !mushroom_field_shore" #Chance of generating in an allowed chunk #Range: 0.0 ~ 1.0 probability = 0.4 [end_ruins] #Spacing between structures #Range: > 1 spacing = 24 #What dimensions should this structure be placed in. Type "all" to allow all dimensions valid_dimensions = "minecraft:the_end" #Offsets the spacing of the structures randomly #Range: > 0 offset = 8 #How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite. is_whitelist = true #A biome filter to determine where the structure should generate. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest. biomes = "#structure_gel:outer_end_island" #Chance of generating in an allowed chunk #Range: 0.0 ~ 1.0 probability = 0.8 [warped_garden] #Spacing between structures #Range: > 1 spacing = 36 #What dimensions should this structure be placed in. Type "all" to allow all dimensions valid_dimensions = "minecraft:overworld" #Offsets the spacing of the structures randomly #Range: > 0 offset = 8 #How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite. is_whitelist = true #A biome filter to determine where the structure should generate. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest. biomes = "#structure_gel:ocean, !#structure_gel:frozen" [soul_prison] #Spacing between structures #Range: > 1 spacing = 25 #What dimensions should this structure be placed in. Type "all" to allow all dimensions valid_dimensions = "minecraft:the_nether" #Offsets the spacing of the structures randomly #Range: > 0 offset = 6 #How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite. is_whitelist = true #A biome filter to determine where the structure should generate. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest. biomes = "minecraft:soul_sand_valley"