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Rutger Kok edited this page Aug 15, 2015 · 29 revisions

BO2 objects (also called BO2 plugins or BOBs v2) used to be one of the most powerful features of Terrain Control. They were custom objects that can be added to your world.

As of Terrain Control 2.4 they have been superseded by the BO3 objects, which have much more features and an easier to understand configuration file. However, there are no plans at the moment to drop BO2 support, so feel free to use them.

Getting BO2s

You can still create BO2 objects using one of the following tools:

  • Better BOB - an application that builds 3D objects for minecraft in 2D layer by layer. Can also import schematic files. Windows-only.
  • s2b by MassiveCraft - schematic to bo2 converter. Can convert a lot of schematic files at once. Requires Ruby.

Alternatively, you can download hundreds of premade BO2 objects here:

##Placing the BO2s in your world Spawning BO2s works almost like spawning BO3s. However, BO2s don't have an ExcludedBiomes option. Instead, they have spawnInBiome which is basically the inversed setting. See the description of the setting below for more information.

The settings in the BO2 files

In each BO2 file you can find some settings to customize how the BO2 object will spawn.

[META]

version=2.0

The version of the BOB object. BO2s always use 2.0.

spawnOnBlockType=2

The block ids for the object to spawn on. Seperate multiple values using a ,, so spawnOnBlockType:2,3 enables the BO2 spawn on both grass and dirt. See the Minecraft Wiki for block ids. You can use All as a block id to add all blocks to the list. Use Solid as a block id to add all solid blocks to add all solid blocks to the list.

spawnSunlight=True

A flag if this object can spawn on sunlit ground. As of Terrain Control 2.4.10 nighttime is ignored: light values are calculated like it would be day.

spawnDarkness=True

A flag if this object can spawn in total darkness. As of Terrain Control 2.4.10 nighttime is ignored: light values are calculated like it would be day.

spawnWater=False

A flag if this object can spawn under water. Note if the object is tall enough, it might protrude from the water.

spawnLava=False

A flag if this object can spawn under lava.

spawnAboveGround=False

spawnUnderGround=False

Set spawnAboveGround to true to spawn the BO2 at the highest solid block. Set spawnUnderGround to true to spawn the BO2 underground. If both are true the object will only spawn at the highest solid block. If both are false the object will spawn at the highest block.

underFill=False

A flag to determine if the object should have its base filled underneath of any gaps after placing. The gaps will be filled with the block specified in spawnOnBlockType.

randomRotation=True

A flag to determine if the object can be rotated randomly 0, 90, 180 or 270 degrees on placing. A branch block will be oriented based on the branch direction, however with this flag set, it can appear in any direction.

dig=True

A flag to determine if the object should dig out the sides of its area. This will reduce the frequency bailout chance drasticly.

tree=False

A flag to determine if this object is a tree. Not needed when you are writing the BO2 name directly in the BiomeConfigs, but it's needed if this BO2 is spawned with the keywords UseWorld or UseBiome.

needsFoundation=True

A flag to determine if the object requires a preexisting foundation. If this is false, the object MIGHT spawn floating.

rarity=100

The chance for this object to spawn in a chunk. Keep in mind that, because of unsuitable terrain, the actual chance that this object spawns in the chunk is lower.

Other than most other rarity settings in Terrain Control, this one can be higher than 100. This will cause this BO2 to spawn multiple times. If the rarity is, for example, 330 the object will spawn three times with 100% chance and one more time with 30% chance (100 + 100 + 100 + 30 = 330).

collisionPercentage=2

A 1 to 100 percent of the total object that is allowed to collide with the terrain. With the dig flag set to false, collsion blocks are removed, with the dig flag of true, collision blocks from the object will override terrain.

collisionBlockType=All

List of block ids that count for the collisionPercentage setting. You can use All as a block id to add all blocks to the list. Use Solid as a block id to add all solid blocks to add all solid blocks to the list.

spawnElevationMin=0

An integer indicating the minimum elevation the base of the object can spawn at.

spawnElevationMax=128

An integer indicating the maximum elevation the base of the object can spawn at.

spawnInBiome=All

When you are using the UseWorld keyword, the biome name needs to be added to this list to spawn this BO2. Names need to exactly match the biome names. You can add multiple biomes with a comma like this: spawnInBiome:Taiga,Desert. Don't type spaces between the comma and the biome name! You can also write All instead of adding all biomes.

groupId=

A string containing the group id this object belongs to. Objects with the same groupId can spawn near each other. If group id is absent, or "", no other group information needs to be loaded, or saved to file.

branch=false

A flag to determine if this object should spawn from branch blocks.

diggingBranch=false

A flag to determine if the branch block is allowed to override existing blocks in the object. If false if the branch would overlap the existing object, it fails to be added, and the branch fails completely.

branchLimit=6

The maximum number of branches a single object can have before the branch engine stops adding branches.

groupFrequencyMin=1

The minimum number of objects from a group that are attempted to be placed near each other.

groupFrequencyMax=5

The maximum number of objects from a group that are attempted to be placed near each other. (groupFrequency is calculated for each normal frequency attempt(!), so be careful about setting your numbers too high)

groupSeperationMin=0

The minimum distance between group objects when spawning.

groupSeperationMax=5

The maximum distance between group objects when spawning.

[DATA]

Here follows a list of all blocks in the BO2. Should automatically be created by the BO2 application.