Version 13
# Biome types to use this theme in
# Valid types are =  FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL
# (BEACH is consider the same as WATER here.)
#
# Biomes types where it should be used
biomes =  SWAMP, WET, JUNGLE
# Biome types where it should never appear, even if the biome also fit one of the above types
NotInBiomes =  NETHER, END, DRY

# Specific biomes required for this generate (this theme only appears in these biomes)
BiomeWhiteList = 

# Specific biomes where this theme will never be used
BiomeBlackList = minecraft:jungle, minecraft:jungle_hills, minecraft:jungle_edge, minecraft:mutated_jungle, minecraft:mutated_jungle_edge

# This determines the type of dungeon this should be, for the purpose of adding mobs through the API;
# Its basically like a biome dictionary for dungeons.  Valid values includ DUNGEON, NECRO, URBAN, FOREST,
# PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL,
# SHADOW, and PARADISE.  Most should have one or two types, not more than 3 or (very rarely) 4; API user
# should be more liberal with there assigning mosters to types, not the other way around.
Type =  SWAMP
Flags =  SWAMPY

# Either ALL or list of comma delimited dimension IDs
DimensionWhitelist = ALL

#
# Altitude ranges
#
# Lowest level a floor can be at
minY =  40
# Highest level a floor can be at
maxY =  50

# This is the chest file to be used; if it is chest.cfg its will be under DLDungeonsJBG,
# other chests files will be under DLDungeonsJBG/SpecialChests
ChestsFile = chests.cfg


#
# Size ranges =  This should contain 5 numbers, at least one of which must not be 0.
# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder)
sizes =  2, 5, 10, 5, 1

#
# Style elements =  These must each contain 6 numbers
# in order they must be for none, few, some, plenty, heaps, and always (not literally)
# They are relative probabilites, as before
#
# Roofless, wall-less rooms; mostly for surface dungeons
outside =  25,  0,  0,  0,  0,  0
# Amount of liquid blocks (pools) on the floor
liquids =  0,   0,  0, 5, 10,  85
# Number of extra doors which may lead to rooms off the main route
subrooms =  5, 20, 50, 45,  5,  0
# Frequency of trying to place a mini-room inside a larger room
islands =  0,  5, 50, 50, 20,  0
# How many pillars to use
pillars =  5,  30, 60, 40, 20,  0
# Not used, but will be the number of fences around outdoor rooms
fences =  5,  15, 30, 75, 25,  0
# How generally semetric and organized roosm appear
symmetry =  5,  15, 30, 75, 25,  0
# How much variability in the blocks to be used
variability =  5,  10, 25, 75, 50, 25
# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks
degeneracy =  50,  5, 15, 50, 10,  0
# How many feature to add to rooms
complexity =  5,  10, 25, 75, 15,  0
# How much variation in the Y should be found
verticle =  25,  50, 20,  5,  0,  0
# How many entrances to place
entrances =  2,   5, 25, 50, 15,  3
naturals =  25,  20, 5, 0, 0,  0

#
# Block elements
# Thes are just lists of blocks to uses in building rooms
# Warning =   Versions for version fo Minecraft before 1.7 are not compatible with 1.7+
# For 1.5.2 or 1.6.4 these must be block ids
# for version 1.7+ these are the proper, in-code names for the blocks
# Each of these must contain at least one block, but can contain as many as you like
#
# The main block for building walls
walls =  minecraft:mossy_cobblestone, minecraft:mossy_cobblestone, minecraft:stonebrick(1), $mixed_bricks_1
# The main block for building floors
floors =  minecraft:mossy_cobblestone, minecraft:dirt, minecraft:planks, minecraft:water, minecraft:water
floors =  minecraft:stonebrick(1), minecraft:stonebrick(1)
# The main block for lining ceilings
ceilings =  minecraft:mossy_cobblestone, minecraft:planks, minecraft:planks, minecraft:stonebrick(1)
# Blocks to be used as outdoor fences (not yet used)
fencing =  minecraft:cobblestone_wall(1), minecraft:fence
# Block to represent liquids; fill pools
liquid =  minecraft:water, minecraft:water, minecraft:water
# Block from which to build pillars
pillarBlock =  minecraft:stonebrick(1), minecraft:planks, minecraft:log
# Block found in cave-like areas
caveblock = minecraft:stone, minecraft:stone, minecraft:mossy_cobblestone
# The block to fill empty spaces
air = minecraft:air

#
# Mob fields
#
# These are lists of mobs, and most be in their officialm, in code names
#
# Weak, basic mobs; by default
commonMobs =  minecraft:zombie, minecraft:skeleton, minecraft:spider
# Tougher mobs everyday mobs
hardMobs =  minecraft:creeper, minecraft:enderman, minecraft:cave_spider
# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here
bruteMobs =  minecraft:witch, lycanitesmobs:ghoul, lycanitesmobs:eyewig, lycanitesmobs:aglebemu, lycanitesmobs:dweller, lycanitesmobs:remobra, lycanitesmobs:ettin
# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld
# but for The Nether this has Wither Boss.
eliteMobs = lycanitesmobs:ghoul, lycanitesmobs:eyewig, lycanitesmobs:aglebemu, lycanitesmobs:dweller, lycanitesmobs:remobra, lycanitesmobs:ettin
bossMobs = iceandfire:gorgon, iceandfire:if_troll, lycanitesmobs:treant
