Greenhouses/src/main/resources/biomes.yml

306 lines
7.8 KiB
YAML

# 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