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Fellies/config[default]/dungeons_plus-common.toml
2021-01-28 21:11:47 +01:00

115 lines
5.7 KiB
TOML

[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"