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lotr_inspired/config/dungeons_enhanced-common.toml

427 lines
23 KiB
TOML

[Castle]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 56
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 37
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:cold, #structure_gel:snowy, !#structure_gel:mountain, !#structure_gel:beach"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.42
["Desert Temple"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 32
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 21
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:desert"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.6
["Desert Tomb"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 29
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 19
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:desert"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.65
["Druid Circle"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 36
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 24
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:neutral_temp, !#structure_gel:wooded, !#structure_gel:mountain, !#structure_gel:beach"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.4
["Dungeon Variant"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 16
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 10
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = false
#A filter for which biomes this structure should generate in. 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 = ""
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.8
["Elders Temple"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 29
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 19
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 1.0
["Fishing Ship"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 48
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 32
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.68
["Flying Dutchman"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 67
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 44
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.4
["Hay Storage"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 24
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 16
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:savanna"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.75
["Ice Pit"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 35
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 23
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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, #structure_gel:frozen, !#structure_gel:mountain, !#structure_gel:river, !#structure_gel:beach"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.7
["Jungle Monument"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 30
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 20
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:jungle, !#structure_gel:bamboo_jungle"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.65
["Large Dungeon"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 39
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 26
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:neutral_temp, #structure_gel:cold, !#structure_gel:mountain, !#structure_gel:beach"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.35
["Miners House"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 24
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 16
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:badlands, minecraft:badlands_plateau"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.8
["Monster Maze"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 34
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 22
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:spooky, #structure_gel:pumpkin, !#structure_gel:sandy ,!#structure_gel:mountain"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.5
["Mushroom House"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 15
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 10
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:mushroom_fields, minecraft:mushroom_field_shore"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.75
["Pillager Camp"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 49
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 32
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:neutral_temp, !#structure_gel:mountain, !#structure_gel:wooded, !#structure_gel:river, !#structure_gel:beach"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.35
["Pirate Ship"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 65
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 43
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.49
["Ruined Building"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 27
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 18
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:neutral_temp, !#structure_gel:river, !#structure_gel:beach, !#structure_gel:mountain"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.45
["Sunken Shrine"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 32
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 21
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.55
[Stables]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 43
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 28
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:neutral_temp, !#structure_gel:mountain, !#structure_gel:wooded, !#structure_gel:beach"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.57
["Tall Witch Hut"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 18
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 12
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:swamp"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.6
["Tower of the Undead"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 37
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 24
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:neutral_temp, #structure_gel:savanna, #structure_gel:swamp, !#structure_gel:mountain"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.35
["Tree House"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 31
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 20
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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 = "#forge:jungle"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.4
["Watch Tower"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 33
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 22
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:cold, #structure_gel:snowy"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.35
["Witch Tower"]
#The average distance between structures of this type, measured in chunks.
#Range: > 1
spacing = 25
#What dimensions should this structure be placed in. Type "all" to allow all dimensions
valid_dimensions = "all"
#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
#Range: > 0
offset = 16
#How the biomes list should be used. true = whitelist, false = blacklist.
is_whitelist = true
#A filter for which biomes this structure should generate in. 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:spruce_forest, #structure_gel:large_spruce_forest"
#Percent chance of generating in an allowed chunk.
#Range: 0.0 ~ 1.0
probability = 0.5