# This file lists the recipes for the greenhouse biomesbiomes:# Biome name - must be a Bukkit biome and be in CAPITALSBEACH:# The icon is shown in the panel. It must be a Bukkit Materialicon:SAND# Priority is used if the greenhouse can be more than one biome. The highest# priority winspriority:0# Contents - The minimum requirement for this biome.# Format is Material:Type/Durability (optional):Number of blocks# So SAND:1:1 would require 1 block of red sand (durability of 1 = red sand)contents:SAND:1# The number of blocks in the greenhouse that must be water, ice or lava# Floor area * this % = number of blocks requiredwatercoverage:50# If the value is zero, then NO ice/water/lava is allowedicecoverage:0# Plants that can grow via the hopper/bonemeal system# Format is:# Material: % 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 spawnmobs:SQUID:10:STATIONARY_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 blocksmoblimit:9COLD_BEACH:icon:SNOW_BLOCKpriority:21contents:SAND:1watercoverage:50icecoverage:10COLD_TAIGA:icon:SAPLINGpriority:20contents:LOG:3 LEAVES:3 GRASS:3icecoverage:10plants:LONG_GRASS:10:GRASS:1mobs:WOLF:10:SNOWmoblimit:9DESERT:icon:DEAD_BUSHpriority:3contents:SAND:1watercoverage:0icecoverage:0plants:DEAD_BUSH:10:SANDCACTUS:10:SAND# Conversions (see below for another variation)# Format is:# Original Block Material:Durability:Chance of change:New Block Material:Durability# So, for below, regular dirt (durability 0) has a 30% chance of changing into regular sand.conversions:DIRT:0:30:SAND:0FLOWER_FOREST:icon:RED_ROSEpriority:4contents:LOG:3 LEAVES:4 GRASS:4icecoverage:0plants:RED_ROSE:2:GRASS:8DOUBLE_PLANT:4:GRASS:5LONG_GRASS:20:GRASS:1HELL:icon:STATIONARY_LAVApriority:5contents:NETHERRACK:1lavacoverage:21icecoverage:0watercoverage:0mobs:PIG_ZOMBIE:10:NETHERRACKmoblimit:9permission:greenhouses.biome.netherJUNGLE:icon:VINEpriority:6contents:GRASS:4 LOG:3:3 LEAVES:3:4icecoverage:0plants:YELLOW_FLOWER:20:GRASSMELON_BLOCK:10:GRASSRED_ROSE:20:GRASSDOUBLE_PLANT:20:GRASS:3LONG_GRASS:20:GRASS:2MUSHROOM_ISLAND:icon:RED_MUSHROOMpriority:11contents:MYCEL:2icecoverage:0watercoverage:30plants:BROWN_MUSHROOM:10:MYCELRED_MUSHROOM:10:MYCELmobs:MUSHROOM_COW:10:MYCELmoblimit:9OCEAN:icon:STATIONARY_WATERpriority:8watercoverage:95icecoverage:0mobs:SQUID:10:STATIONARY_WATERmoblimit:9PLAINS:icon:GRASSpriority:1contents:GRASS:3icecoverage:0plants:LONG_GRASS:10:GRASS:1mobs:HORSE:10:GRASSmoblimit:9RIVER:icon:CLAYpriority:10contents:SAND:1watercoverage:50icecoverage:0# Conversions - in this case, an adjacent block is required to convert# Format is:# Original Block:Durability:% chance:New Block:Durability:Adjacent Block:Durability# So, for below, dirt has a 50% chance of changing into clay if it is next to water!conversions:DIRT:0:50:CLAY:0:STATIONARY_WATER:0SAVANNA:icon:LEAVESpriority:11icecoverage:0contents:LOG_2:3 LEAVES_2:4 GRASS:4plants:DOUBLE_PLANT:10:GRASS:2SUNFLOWER_PLAINS:icon:DOUBLE_PLANTpriority:2contents:GRASS:4icecoverage:0plants:DOUBLE_PLANT:20:GRASS:0LONG_GRASS:20:GRASS:1SWAMPLAND:icon:WATER_LILYpriority:13contents:GRASS:4 LOG:3 LEAVES:4watercoverage:50icecoverage:0plants:RED_MUSHROOM:20:GRASSBROWN_MUSHROOM:20:GRASSWATER_LILY:5:STATIONARY_WATERmobs:SLIME:5:STATIONARY_WATERmoblimit:3
Comments
To post a comment, please login or register a new account.
Comments