# 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: BEACH # 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: Number of blocks 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: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: SNOWY_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. biome: TAIGA icon: SPRUCE_SAPLING priority: 20 contents: SPRUCE_LOG: 3 SPRUCE_LEAVES: 3 GRASS_BLOCK: 3 icecoverage: 10 plants: TALL_GRASS: 10:GRASS_BLOCK mobs: WOLF: 10:SNOW moblimit: 9 Cold_Rabbit: friendlyname: "Cold Taiga Forest" biome: OLD_GROWTH_SPRUCE_TAIGA icon: SPRUCE_SAPLING priority: 20 contents: SPRUCE_LOG: 3 SPRUCE_LEAVES: 3 GRASS_BLOCK: 3 icecoverage: 10 plants: TALL_GRASS: 10:GRASS_BLOCK 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 # Conversion list # Format is: # Original Block:% chance:New Block:Adjacent Block # So, for below, dirt has a 30% chance of changing into SAND if it is next to SAND! # Multiple conversions can be listed conversion-list: - DIRT:30:SAND:SAND - GRASS_BLOCK:30:SAND:SAND - COARSE_DIRT:30:GRAVEL:SAND FOREST: friendlyname: "Flowery forest" biome: FLOWER_FOREST icon: RED_TULIP priority: 4 contents: OAK_LOG: 3 OAK_LEAVES: 4 GRASS_BLOCK: 4 plants: PINK_TULIP: 2:GRASS_BLOCK ORANGE_TULIP: 2:GRASS_BLOCK SUNFLOWER: 4:GRASS_BLOCK TALL_GRASS: 20:GRASS_BLOCK NETHER: friendlyname: "&cNether" biome: NETHER_WASTES icon: LAVA_BUCKET priority: 5 contents: NETHERRACK: 1 # Lava required, no ice or water allowed lavacoverage: 21 icecoverage: 0 watercoverage: 0 mobs: ZOMBIFIED_PIGLIN: 10:NETHERRACK PIGLIN: 10:NETHERRACK STRIDER: 10:LAVA ENDERMAN: 5:NETHERRACK moblimit: 9 permission: greenhouses.biome.nether SOUL_SAND_VALLEY: friendlyname: "&cSoul Sand Valley" biome: SOUL_SAND_VALLEY icon: SOUL_SAND priority: 8 contents: SOUL_SAND: 10 # No Lava required, no ice or water allowed lavacoverage: 0 icecoverage: 0 watercoverage: 0 mobs: SKELETON: 10:SOUL_SAND moblimit: 9 permission: greenhouses.biome.nether # Conversion list - in this case, an adjacent block is required to convert # Format is: # Original Block:% chance:New Block:Adjacent Block # So, for below, dirt has a 50% chance of changing into clay if it is next to water! conversion-list: - NETHERRACK:20:SOUL_SAND:SOUL_SAND CRIMSON_FOREST: friendlyname: "&cCrimson Forest" biome: CRIMSON_FOREST icon: CRIMSON_FUNGUS priority: 6 contents: NETHERRACK: 1 CRIMSON_NYLIUM: 1 # Lava required, no ice or water allowed lavacoverage: 10 icecoverage: 0 watercoverage: 0 mobs: ZOMBIFIED_PIGLIN: 5:NETHERRACK PIGLIN: 10:CRIMSON_NYLIUM HOGLIN: 10:CRIMSON_NYLIUM moblimit: 9 permission: greenhouses.biome.nether WARPED_FOREST: friendlyname: "&cWarped Forest" biome: WARPED_FOREST icon: WARPED_FUNGUS priority: 7 contents: NETHERRACK: 1 WARPED_NYLIUM: 1 # Lava required, no ice or water allowed lavacoverage: 10 icecoverage: 0 watercoverage: 0 mobs: STRIDER: 10:LAVA ENDERMAN: 20:WARPED_NYLIUM moblimit: 9 permission: greenhouses.biome.nether JUNGLE: biome: JUNGLE icon: VINE priority: 6 contents: GRASS_BLOCK: 4 JUNGLE_LOG: 3 JUNGLE_LEAVES: 4 plants: DANDELION: 20:GRASS_BLOCK MELON: 10:GRASS_BLOCK ROSE_BUSH: 20:GRASS_BLOCK FERN: 20:GRASS_BLOCK TALL_GRASS: 20:GRASS_BLOCK MUSHROOM_FIELDS: friendlyname: "Mushroom Fields" biome: MUSHROOM_FIELDS icon: RED_MUSHROOM priority: 11 contents: MYCELIUM: 2 # Water required at 30% watercoverage: 30 plants: BROWN_MUSHROOM: 10:MYCELIUM RED_MUSHROOM: 10:MYCELIUM mobs: MUSHROOM_COW: 10:MYCELIUM moblimit: 9 OCEAN: biome: OCEAN icon: WATER_BUCKET priority: 8 # Lots of water required! watercoverage: 95 mobs: SQUID: 10:WATER moblimit: 9 PLAINS: friendlyname: "Horse Plains" biome: PLAINS icon: GRASS_BLOCK priority: 1 contents: GRASS_BLOCK: 3 plants: TALL_GRASS: 10:GRASS_BLOCK mobs: HORSE: 10:GRASS_BLOCK moblimit: 1 RIVER: friendlyname: "Clay river" biome: RIVER icon: CLAY priority: 10 contents: SAND: 1 # 50% water required watercoverage: 50 # Conversion list - in this case, an adjacent block is required to convert # Format is: # Original Block:% chance:New Block:Adjacent Block # So, for below, dirt has a 50% chance of changing into clay if it is next to water! conversion-list: - DIRT:50:CLAY:WATER SAVANNA: biome: SAVANNA icon: ACACIA_LEAVES priority: 11 contents: ACACIA_LOG: 3 ACACIA_LEAVES: 4 GRASS_BLOCK: 4 plants: TALL_GRASS: 10:GRASS_BLOCK SWAMP: friendlyname: "&2Slimy Swamp" biome: SWAMP icon: LILY_PAD priority: 13 contents: GRASS_BLOCK: 4 OAK_LOG: 3 OAK_LEAVES: 4 # 50% water coverage required watercoverage: 50 plants: RED_MUSHROOM: 20:GRASS_BLOCK BROWN_MUSHROOM: 20:GRASS_BLOCK BLUE_ORCHID: 10:GRASS_BLOCK LILY_PAD: 5:WATER mobs: SLIME: 5:WATER moblimit: 3 DRIPSTONE_CAVES: friendlyname: "&6Drippy Drops" biome: dripstone_caves icon: DRIPSTONE_BLOCK priority: 15 contents: STONE: 8 CLAY: 8 # 50% water cove rage required watercoverage: 25 conversions: CLAY: 50:DRIPSTONE_BLOCK:WATER STONE: 0.005:COPPER_ORE:STONE plants: GLOW_LICHEN: 20:STONE mobs: skeleton: 5:STONE glow_squid: 5:WATER moblimit: 5