[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