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