template rules, Minecraft 0.7.2, mody 1.7.2
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# BASICS# This file is designed to be copied into the mods/resources/ruins folder and be# edited to create a new template. It is functional as-is; you can use it as# a placeholder for future templates after renaming it.## Templates have a .tml extension and the mod will attempt to load any and# all files with that extension if it resides in the <minecraft root>/# mods/resources/ruins folder. Whether it does so successfully or not can be# checked in the log file (<minecraft root>/ruins_log.txt). The mod will also# load any templates found in the biome folders within# <minecraft root>/mods/resources/ruins. A normal install should have 12 biome# folders.## These template files are a simple text file; simply open them in your# favorite text editor to make changes or create new ones.## There are three sections to each template file:# VARIABLES define how the template is generated.# BLOCK RULES define how the layers are generated.# LAYERS tells the mod how to place blocks using BLOCK RULES.## You can specify a comment by placing a "#" character at the beginning of the# line. You technically /don't/ have to do this, since the mod only looks for# particular line starts when loading a template, but I consider it good form# because it increases readability and you prevent any errant line reads.# VARIABLES## biomesToSpawnIn=<name1>,<name2>,<name3>...# Adds the Template being loaded (regardless which folder it is in) to a Ruins Biome# found in the Minecraft Biomelist so that <namex> matches the Biome's name.# If you don't know a Biome's name, find it's folder. The foldername equals the# Biome name. Case insensitive. A Template cannot be added to a Biome more than once.# The Template is still added to the corresponding folder it was loaded from (if not already in).# example: biomesToSpawnIn=forest,foresthills,taiga# Optional. You can use the folders as before, or use this to save space, or both.## weight=<weight># Weight is how much weight this template has during random generation. When# the mod asks for a template to place it adds up the weights of all templates# that are currently loaded and generates a random number based off of that# total, then checks to see what template to load. If the mod loads five# templates with weights 1, 5, 5, 10 and 10, the template with weight 10 has a# 10 in 31 chance of being generated, while the template with weight 1 has a 1# in 31 chance of being generated. A template only has weight in its biome.# Defaults to 1.## unique=<yes/no># If this is set to 1:# If the template is generic, it can only ever be generated once per world.# If the template is biome-specific, it can only ever be generated once in the# biome per world (so you could duplicate it to other biome folders).# Defaults to 0 (no).## embed_into_distance=<number of layers># Specifies how many layers to embed into the target blocks. This is useful# for creating basements or dungeons.# Defaults to 1.## acceptable_target_blocks=<blockID>,<blockID>,<etc...># This is a comma-delimited list of block IDs that this template can spawn on.# Only the top layer of blocks where the template will spawn are checked.# Defaults to no acceptable blocks.## dimensions=<height>,<width>,<length># Defines how big this template is. Height is the number n# of layers that are used, not the height that sticks out n# above the ground. Width is the north-south width, and www*eee# length is the east-west width. For reference, north in s# the template is the top of the text file. s# All default to 0.## allowable_overhang=<overhang># Specifies the number of air blocks that can exist under this template when# building begins. Only the target blocks are checked. Later world generation# may change this so do not expect concrete results.# Defaults to 0.## max_cut_in=<cut in># Specifies the maximum height above the source block, within the build site,# that can be removed in order to level the site. All blocks that are higher# than the source block will be removed.# Defaults to 0.## cut_in_buffer=<cbuffer># The distance around the build site that will also be leveled. Values higher# than 5 will use 5, since the world would otherwise be mangled pretty badly.# Defaults to 0.## max_leveling=<leveling># Specifies the maximum depth below the source block, within the build site,# that will be filled with the source block in order to level the site. All# clear space underneath the site will be filled. If this is set to anything# greater than 0 allowable_overhang will be ignored. Any filling will take# place before the site is built, preserving basement space.# Defaults to 0.## leveling_buffer=<lbuffer># The distance around the build site that will also be filled. Values higher# than 5 will use 5, since the world would otherwise be mangled pretty badly.# Defaults to 0.## preserve_water=<yes/no># If set to 1 all site checking rules will treat water as air so that the ruin# can be generated beneath/in water. Any rules that replace a block with air# will respect water and not replace it. If set to 0, water is treated like# any other block.# Defaults to 0/no.## preserve_lava=<yes/no># If set to 1 all site checking rules will treat lava as air so that the ruin# can be generated beneath/in lava. Any rules that replace a block with air# will respect lava and not replace it. If set to 0, lava is treated like# any other block.# Defaults to 0/no.## preserve_plants=<yes/no># If set to 1 all site checking rules will treat trees, leaves, and cactus as# air so that the ruin can be generated in and around them. Any rules that# replace a block with air will respect trees, leaves, and cactus and not# replace them. If set to 0, trees, leaves, and cactus are treated like# any other blocks. Cactus adjacent to other blocks will break down, so you# may not actually see cactus in your structure.# Defaults to 0/no## random_height_offset=<min>,<max># Specifies block range in which the Ruin will be randomly shifted up or down# on an established valid location before actually being built.# Defaults to 0,0/no random shifting## NOTE: When using preserve_water and preserve_lava it is advised that you# restrict the cut_in_buffer as much as possible, preferably to 0. If it is# more than 0 you may get some unexpected fluid dynamics if the structure# does not spawn completely in water/lava.weight=5unique=0embed_into_distance=1acceptable_target_blocks=stone,grass,dirt,sand,gravel,claydimensions=4,7,5allowable_overhang=0max_cut_in=2cut_in_buffer=1max_leveling=2leveling_buffer=1preserve_water=0preserve_lava=0preserve_plants=0# BLOCK RULES# Each rule must be formatted carefully:# rule<number>=<condition>,<chance to appear>,<list of blocks>## rule<number># The mod does not care what you call these and will number the rules in the# order they are loaded (sequentially from 1), so long as the line start with# "rule". I suggest using "rule#" as a mnemonic, such as "rule1", "rule2",# "rule12", etc... Once the templates are loaded, the first rule in the list# becomes rule #1 for the purposes of building a layer, the second becomes rule# #2, and so on.## The mod uses a special rule, 0, which defines the Air block with a 100% spawn# rate and no conditional. You can use this rule in the layers to "blank out"# certain areas (providing space for mobs, for instance).## <condition># A conditional to the block being placed, aside from randomness.# 0 - The block always attempts to spawn.# 1 - There must be a block below it to attempt to spawn.# 2 - There must be an adjacent block at the same level for a spawn attempt.# 3 - There must be a block above this one in order for it to attempt to spawn.# 4 - There must NOT be a block below it to attempt to spawn.# 5 - There must NOT be an adjacent block at the same level for a spawn attempt.# 6 - There must NOT be a block above this one in order for it to attempt to spawn.## Adjacent in this case is not diagonal, only along the cardinal directions.## Adjacent blocks are processed after 0 and 1 conditionals have been placed,# and "under blocks" are processed after all other blocks have been placed.# Please note that these blocks are still processed in an order dependent on# the rotation of the site. For a normal, north-facing site, the block rules# are processed for each line from the left and from the bottom template to the# top.## <chance to appear># The chance that this block will appear, out of 100, depending on whether the# condition above is met.## <list of blocks># A comma-delimited set of minecraft blockIDs. This will determine what block# will actually spawn in the location. Each blockID is given the same weight,# so you can skew the odds of a certain blockID appearing by adding it multiple# times. You can specify block metadata by adding a "-<metadata>" after the# blockID. For instance, to place a cobblestone stairs block ascending to the# east, use stone_stairs-3. To place a wood half-block (slab), use stone_slab-2.## You can find a list of blockIDs and commonly-used metadata via Google.# There is also one included, idmappings.txt### Example 1: rule1=0,100,0,cobblestone,mossy_cobblestone# This spawns either air, cobblestone...
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