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matejdro edited this page Jan 4, 2015 · 24 revisions

Example

Worlds:
  world:
    Dimensions:
        Min: -8000 -8000
        Max: 8000 8000
    MapFileName: 'map-overworld.txt'
    Structures:
      Village:
        TextmapAlias: 'V'
        PasteHeight: 11
        SpawnVillagers: true
        StoreAsRespawnable: "village"
        Schematics:
          - village1
          - village2
      Campfire:
        TextmapAlias: 'C'
        PasteHeight: 9
        CreateRestockableChests: true
        Protection:
          Padding: 20
          ContainerAccessSubclaims: true
          ClaimPermission: 0
        Schematics:
        - weights 45 45 5 5
        - campfire1
        - campfire2
        - campfire1-trapped
        - campfire2-trapped
      Outpost:
        TextmapAlias: 'O'
        PasteHeight: 10
        CreateRestockableChests: true
        Protection:
          Padding: 35
          ClaimPermission: 2
        Schematics:
        - outpost1
        - outpost2
      Altar:
        TextmapAlias: 'A'
        PasteHeight: 10
        CreateRestockableChests: true
        Protection:
          Padding: 5
          ContainerAccessSubclaims: true
          ClaimPermission: 0
        Schematics:
        - weights 80 20
        - altar1
        - altar-unique
Paths:
  netherHighWay:
    World: world
    Start: 0 0
    StartTile: 0 0
    ImageMapFileName: map-highway.png
    Structures:
      HighwayPart:
        ImageMapColor: 000000
        PasteHeight: 11
        Schematics:
        - campfire1-safe
        - campfire2-safe
      HighwayIntersection:
        ImageMapColor: ff0000
        PasteHeight: 114
        IgnoreAir: true
        Schematics:
        - nether-intersection
        WorldGuardRegion:
          FirstBlock: 1 2 3
          SecondBlock: 3 4 5
          ExampleRegion: "baseIntersectionRegion"

Structures

Every structure can have those parameters:

  • ImageMapColor = Color on image map
  • PasteHeight = Y level that structure will be pasted to
  • IgnoreAir = Ignore air when pasting
  • Schematics - List of schematics to place. It is in same format than pick node in loot tables (so you can specify weights).
  • WorldGuardRegion
    • FirstBlock = Location of the first block of region, in schematic coordinates. Use auto to align it to schematic's edge.
    • SecondBlock = Location of the second block of region, in schematic coordinates. Use auto to align it to schematic's edge.
    • ExampleRegion = Name of the region from which all properties (flags etc.) will be copied. This region must be in same world where path is being generated!
    • Padding = Additional padding when FirstBlock or SecondBlock is auto

World generation only options: (those do not work on paths)

  • Protecton = If this node is missing, structure will not be protected
    • Padding = Protection will cover area of structure plus padding
    • ContainerAccessSubclaims = Should subclaim be created for every inventory container inside
    • ClaimPermission = Default permission level in protected claim. 0 = Access, 1 = Inventory, 2 = Build. If this is missing, no permission is given to public.
  • StoreAsRespawnable = Name of the structure to be saved into respawn system. If missing, structure will not be saved.
  • SpawnVillagers = Should I spawn villagers according to placed signs?
  • CreateRestockableChests = Should I create restockable chests according to placed signs?
  • RotateRandomly = Should I rotate village randomly before pasting it

Path only options:

  • Start = Coordinates of StartTile (see below)
  • StartTile = Coordinates of the tile on the image map that will be pasted first. This tile will be pasted on Start coordinates and everything else will spawn outwards from this tile. It must not be empty spot!

Image mode example

    MapFileName: 'map-overworld.png' 
    Structures:
      Village:
        ImageMapColor: 'a30c0c'
        ...

MapFileName must be PNG and ImageMapColor must be defined for every structure

Paths image map

In path image map, every tile is represented by 10x10 square where top left pixel of the tile represents color of the structure.

Rotation is represented by black pixel in corner

  • Black pixel in top right corner = 90 degree rotation
  • Black pixel in bottom rightcorner = 180 degree rotation
  • Black pixel in bottom left corner = 270 degree rotation
  • No black pixel = no rotation

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