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BO3 objects
BO3 objects (also called custom objects or biome objects (BOBs) version 3) are the successor of the BO2 objects. It are objects consisting of blocks that can spawn in your biomes. Using the branch system, other objects can be attached to them, forming large structures. However, they can only be found in the dev builds.
##Getting BO3s
Currently, the only way to make a BO3 is to create an empty file with the extension .bo3, like example.bo3. Place it in one of the custom object folders and start the server. You will notice that Terrain Control has added some default settings. It is recommend to change the SettingsMode of the BO3 to WriteDisable. The number of BO
Two simple example BO3s can be found here.
###NBT editors For the additional data in the BO3s you need to make NBT files. Here are some editors:
- NBTExplorer - stand-alone NBT editor.
 - PowerNBT - CraftBukkit plugin that provides a command based in-game NBT editor. Can export the Tile Entity you are looking at as a NBT file that is compatible with Terrain Control.
 - In-Game NBTEdit - Forge mod that provides an in-game user interface for editing NBT files.
 
##Placing the BO3s in your world In the BiomeConfigs, there are multiple ways to spawn a BO3. You can use the following resources:
Tree(...), CustomObject(...), CustomStructure(...) and Sapling(...)
- 
Treeis used for both the vanilla trees and the custom trees spawning during chunk generation. BO3 objects that haveTreeset to false won't be able to use this structure. - 
CustomObjectcan be used for all custom objects. It tries to spawn each object in it's list. - 
CustomStructureis slower than CustomObject and it can only be once in each BiomeConfig, but it will generate the branches of each object. It only accepts objects which actually have branches attached. - 
Saplingisn't used during world generation, but instead when a sapling grows. Just likeTree, it only accepts vanilla trees or objects which haveTreeset to true. 
UseWorld, UseWorldAll, UseBiome and UseBiomeAll
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UseWorldtries to spawn one of the objects in the WorldObjects folder. If the object cannot spawn in the biome (see theExcludedBiomessetting of the BO3) it will fail to spawn. - 
UseWorldAlltries to spawn a all of the objects in the WorldObjects folder. If an object cannot spawn in the biome (see theExcludedBiomessetting of the BO3) that object will fail to spawn. - 
UseBiometries to spawn one of the objects of theBiomeObjectssetting in the BiomeConfig. - 
UseBiomeAlltries to spawn all of the objects of theBiomeObjectssetting in the BiomeConfig. 
Author:Unknown
The author of the BO3 object. Not used by Terrain Control, but it can be used by an external application.
Description:No description given
A short description of the BO3 object. Not used by Terrain Control, but it can be used by an external application.
Version:3
BO3s have version number three. Don't change this! It can be used by external applications to do a version check.
SettingsMode:WriteAll
Normally, each time Terrain Control reads the BO3 object, it also writes to it. With this setting you can change how Terrain Control writes to this BO3. Possible modes:
WriteAll- Autoupdate settings from old versions, order them, add comments, reset invalid settings and remove custom comments.WriteWithoutComments- Same asWriteAll, but removes all comments, both the ones of Terrain Control and your own.WriteDisable- Don't write to the comment files. Errors are not corrected, old settings are read, but they are also not corrected. Custom comments won't be removed with this mode.
Tree:true
This needs to be set to true to spawn the object in the Tree and Sapling resources.
Frequency:1
The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 in a chunk when using the CustomObject(...) resource.
Rarity:100.0
The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
The rarity can be very small. 0.0001 is possible.
RotateRandomly:false
If you set this to true, the BO3 will be placed with a random rotation.
SpawnHeight:highestBlock
The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
MinHeight:0
MaxHeight:256
The minimum and maximum height for the BO3 to spawn.
ExcludedBiomes:
When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
If you write the BO3 name directly in the BiomeConfigs, this will be ignored.
ExcludedBiomes:Allwill make this object not spawn in UseWorld.
SourceBlock:0
The id of the block the BO3 should spawn in.
OutsideSourceBlock:placeAnyway
What to do when the BO3 should do when it is about to place a block on a location where there is no source block.
dontPlace- cancel the block placement on that location.
placeAnyway- place the block anyway.
MaxPercentageOutsideSourceBlock:100
A percentage of how much block of the BO3 can be outside the source block.
Some examples:
A tree should spawn inside air blocks, so we set
SourceBlockto 0, the id of air. Leaves shouldn't replace stone, so we setOutsideSourceBlocktodontPlace. We don't want the tree to be covered too much with terrain, so we setMaxPercentageOutsideSourceBlockto 10, so that at least 90% of our tree will spawn.
An ore should spawn in stone, so we set
SourceBlockto 1, the id of stone. The ore shouldn't stick out of the stone, so we setOutsideSourceBlocktodontPlace. We don't mind only a small part of our ore spawning, so we setMaxPercentageOutsideSourceBlockto 90.
All the blocks used in the BO3 are listed here.
There are two block functions:
Block(x,y,z,id[:data][,nbtfile.nbt])RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
Example:
RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100)will spawn a chest at the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that fails, a 100% percent chance to have the contents of anotherchest.nbt.
The NBT file needs to contain a compound tag, which should contain a properly structured Tile Entity. Location data is ignored, so don't worry if your NBT editor adds it.
Screenshot of a properly formatted chest
You can use relative paths in your BO3. So
chests/chest.nbtwill search for chest.nbt inside the chests folder, which should be placed next to the BO3. Absolute paths are not accepted. Windows is case-insensitive and also allows you to use the blackslash(\), other operating systems don't.
You can add as many checks to the BO3 as you want. If any of these checks fails, the BO3 will fail to spawn. Everything is checked before the BO3 spawns.
BlockCheck(x,y,z,id[.data][,id[.data][,...]])
Require a block to be on this location before the BO3 spawns there. Examples:
BlockCheck(0,-1,0,GRASS,DIRT)- require grass or dirt one block below the origin of the BO3.
BlockCheck(0,-1,0,GRASS) BlockCheck(0,-2,0,DIRT)Require grass one block below the origin of the BO3, and dirt one block below that.
LightCheck(x,y,z,minLight,maxLight)
Require a certain light level on a certain position. Light values are inclusive, so
LightCheck(0,0,0,5,7)requires a light level of 5, 6 or 7 at the BO3 origin.
###Branches When using the CustomStructure resource these objects (called branches) will be attached to the current object. Those branches are also able to have branches. While individual objects cannot be larger than a chunk (16x256x16) structures can be much larger, up to 11x11 chunks.
The syntax is:
Branch(x,y,z,ObjectName,ObjectRotation,ObjectChance[,AnotherObjectName,ObjectRotation,ObjectChance[,...]])
ObjectName is the name of another object. It doesn't have to be a BO3 object, it can also be a BO2 object.
ObjectRotation is the rotation in which the object will spawn - NORTH, SOUTH, EAST or WEST (assuming that the current BO3 structure is spawning with the rotation set to NORTH; Terrain Control will automatically adjust this as needed). The RotateRandomly setting of the object is ignored.
The y-coordinate won't do anything if the SpawnHeight of the object that started the structure is set to highestBlock or highestSolidBlock. Instead, the branch will spawn on the highest (solid) block.
