Greenhouses/src/main/resources/biomes.yml

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2019-01-19 16:52:04 +01:00
# This file lists the recipes for the greenhouse biomes
biomes:
# Biome recipe name - can be anything you like, but must be unique
beaches:
# The name of the icon. Can use & for color codes, e.g. &c
friendlyname: "Beach"
# The biome of the recipe. Allows multiple recipes for the same biome.
biome: BEACHES
# The icon is shown in the panel. It must be a Bukkit Material
icon: SAND
# Priority is used if the greenhouse can be more than one biome. The highest
# priority wins
priority: 0
# Contents - The minimum requirement for this biome.
# Format is Material:Type/Durability (optional):Number of blocks
# So SAND:1:1 would require 1 block of red sand (durability of 1 = red sand)
contents: SAND:1
# The number of blocks in the greenhouse that must be water, ice or lava
# Floor area * this % = number of blocks required
watercoverage: 50
# If the value is zero, then NO ice/water/lava is allowed
# If the values are missing, or negative, then ice/water/lava is allowed, but not
# required for the biome.
# icecoverage: 0
# lavacoverage: 0
# Plants that can grow via the hopper/bonemeal system
# Format is:
# Material:Type(optional): % chance:Block type on which it can grow
# Note that with really small greenhouses, melons and pumpkins can change
# grass to dirt, which may break the eco system!
plants:
DEAD_BUSH: 5:SAND
# Mobs that may spawn.
# Format:
# Entity name: % chance:Block on which the mob will spawn
mobs:
SQUID: 10:STATIONARY_WATER
# The minimum number of blocks each mob requires.
# Mobs will not spawn if there is more than 1 per this number of
# blocks in the greenhouse. e.g., in this case only 2 mobs will spawn if the
# greenhouse area is 18 blocks
moblimit: 9
Snowy_beach:
friendlyname: "Snowy beach"
biome: COLD_BEACH
icon: SNOW_BLOCK
priority: 21
contents: SAND:1
watercoverage: 50
icecoverage: 10
ThreeWolfMoon:
friendlyname: "Three Wolf Moon Forest"
# Could do with more wolves, but the magic works with 3.
# If you are using 1.8 or earlier, this biome should be COLD_TAIGA
biome: TAIGA_COLD
icon: SAPLING
priority: 20
contents: LOG:3 LEAVES:3 GRASS:3
icecoverage: 10
plants:
LONG_GRASS:1: 10:GRASS
mobs:
WOLF: 10:SNOW
moblimit: 9
Cold_Rabbit:
friendlyname: "Cold Taiga Forest"
# If you are using 1.8 or earlier, this biome should be COLD_TAIGA
biome: TAIGA_COLD
icon: SAPLING
priority: 20
contents: LOG:3 LEAVES:3 GRASS:3
icecoverage: 10
plants:
LONG_GRASS:1: 10:GRASS
mobs:
RABBIT: 10:SNOW
moblimit: 9
DESERT:
friendlyname: "Desert"
biome: "Desert"
icon: DEAD_BUSH
priority: 3
contents: SAND:1
# No water allowed
watercoverage: 0
# No ice allowed
icecoverage: 0
plants:
DEAD_BUSH: 10:SAND
CACTUS: 10:SAND
# Conversions (see below for another variation)
# Format is:
# Original Block Material:Durability:Chance of change:New Block Material:Durability
# So, for below, regular dirt (durability 0) has a 30% chance of changing into regular sand.
conversions: DIRT:0:30:SAND:0
FOREST:
friendlyname: "Flowery forest"
biome: FOREST
icon: RED_ROSE
priority: 4
contents: LOG:3 LEAVES:4 GRASS:4
plants:
RED_ROSE:8: 2:GRASS
DOUBLE_PLANT:5: 4:GRASS
LONG_GRASS:1: 20:GRASS
HELL:
friendlyname: "&cNether"
biome: HELL
icon: LAVA_BUCKET
priority: 5
contents: NETHERRACK:1
# Lava required, no ice or water allowed
lavacoverage: 21
icecoverage: 0
watercoverage: 0
mobs:
PIG_ZOMBIE: 10:NETHERRACK
moblimit: 9
permission: greenhouses.biome.nether
JUNGLE:
biome: JUNGLE
icon: VINE
priority: 6
contents: GRASS:4 LOG:3:3 LEAVES:3:4
plants:
YELLOW_FLOWER: 20:GRASS
MELON_BLOCK: 10:GRASS
RED_ROSE: 20:GRASS
DOUBLE_PLANT:3: 20:GRASS
LONG_GRASS:2: 20:GRASS
MUSHROOM_ISLAND:
friendlyname: "Mushroom Island"
biome: MUSHROOM_ISLAND
icon: RED_MUSHROOM
priority: 11
contents: MYCEL:2
# Water required at 30%
watercoverage: 30
plants:
BROWN_MUSHROOM: 10:MYCEL
RED_MUSHROOM: 10:MYCEL
mobs:
MUSHROOM_COW: 10:MYCEL
moblimit: 9
OCEAN:
biome: OCEAN
icon: WATER_BUCKET
priority: 8
# Lots of water required!
watercoverage: 95
mobs:
SQUID: 10:STATIONARY_WATER
moblimit: 9
PLAINS:
friendlyname: "Horse Plains"
biome: PLAINS
icon: GRASS
priority: 1
contents: GRASS:3
plants:
LONG_GRASS:1: 10:GRASS
mobs:
HORSE: 10:GRASS
moblimit: 9
RIVER:
friendlyname: "Clay river"
biome: RIVER
icon: CLAY
priority: 10
contents: SAND:1
# 50% water required
watercoverage: 50
# Conversions - in this case, an adjacent block is required to convert
# Format is:
# Original Block:Durability:% chance:New Block:Durability:Adjacent Block:Durability
# So, for below, dirt has a 50% chance of changing into clay if it is next to water!
conversions: DIRT:0:50:CLAY:0:STATIONARY_WATER:0
SAVANNA:
biome: SAVANNA
icon: LEAVES
priority: 11
contents: LOG_2:3 LEAVES_2:4 GRASS:4
plants:
DOUBLE_PLANT:2: 10:GRASS
SWAMPLAND:
friendlyname: "&2Slimy Swamp"
icon: WATER_LILY
priority: 13
contents: GRASS:4 LOG:3 LEAVES:4
# 50% water coverage required
watercoverage: 50
plants:
RED_MUSHROOM: 20:GRASS
BROWN_MUSHROOM: 20:GRASS
WATER_LILY: 5:STATIONARY_WATER
mobs:
SLIME: 5:STATIONARY_WATER
moblimit: 3