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