
[tower]
	#The average distance between structures of this type, measured in chunks.
	#Range: > 1
	spacing = 25
	#What dimensions should this structure be placed in. Type "all" to allow all dimensions
	valid_dimensions = "minecraft:overworld"
	#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
	#Range: > 0
	offset = 6
	#How the biomes list should be used. true = whitelist, false = blacklist.
	is_whitelist = true
	#A filter for which biomes this structure should generate in. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest.
	biomes = "#structure_gel:plains, #structure_gel:oak_forest, #structure_gel:dark_forest, #structure_gel:birch_forest, #structure_gel:mountain"
	#Percent chance of generating in an allowed chunk.
	#Range: 0.0 ~ 1.0
	probability = 0.75

[leviathan]
	#The average distance between structures of this type, measured in chunks.
	#Range: > 1
	spacing = 36
	#What dimensions should this structure be placed in. Type "all" to allow all dimensions
	valid_dimensions = "minecraft:overworld"
	#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
	#Range: > 0
	offset = 8
	#How the biomes list should be used. true = whitelist, false = blacklist.
	is_whitelist = true
	#A filter for which biomes this structure should generate in. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest.
	biomes = "#structure_gel:desert"
	#Percent chance of generating in an allowed chunk.
	#Range: 0.0 ~ 1.0
	probability = 1.0

[snowy_temple]
	#The average distance between structures of this type, measured in chunks.
	#Range: > 1
	spacing = 36
	#What dimensions should this structure be placed in. Type "all" to allow all dimensions
	valid_dimensions = "minecraft:overworld"
	#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
	#Range: > 0
	offset = 8
	#How the biomes list should be used. true = whitelist, false = blacklist.
	is_whitelist = true
	#A filter for which biomes this structure should generate in. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest.
	biomes = "#structure_gel:snowy_plains, #structure_gel:snowy_spruce_forest"
	#Percent chance of generating in an allowed chunk.
	#Range: 0.0 ~ 1.0
	probability = 1.0

[bigger_dungeon]
	#The average distance between structures of this type, measured in chunks.
	#Range: > 1
	spacing = 12
	#What dimensions should this structure be placed in. Type "all" to allow all dimensions
	valid_dimensions = "minecraft:overworld"
	#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
	#Range: > 0
	offset = 5
	#How the biomes list should be used. true = whitelist, false = blacklist.
	is_whitelist = true
	#A filter for which biomes this structure should generate in. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest.
	biomes = "#structure_gel:overworld, !mushroom_fields, !mushroom_field_shore"
	#Percent chance of generating in an allowed chunk.
	#Range: 0.0 ~ 1.0
	probability = 0.4

[end_ruins]
	#The average distance between structures of this type, measured in chunks.
	#Range: > 1
	spacing = 24
	#What dimensions should this structure be placed in. Type "all" to allow all dimensions
	valid_dimensions = "minecraft:the_end"
	#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
	#Range: > 0
	offset = 8
	#How the biomes list should be used. true = whitelist, false = blacklist.
	is_whitelist = true
	#A filter for which biomes this structure should generate in. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest.
	biomes = "#structure_gel:outer_end_island"
	#Percent chance of generating in an allowed chunk.
	#Range: 0.0 ~ 1.0
	probability = 0.8

[warped_garden]
	#The average distance between structures of this type, measured in chunks.
	#Range: > 1
	spacing = 36
	#What dimensions should this structure be placed in. Type "all" to allow all dimensions
	valid_dimensions = "minecraft:overworld"
	#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
	#Range: > 0
	offset = 8
	#How the biomes list should be used. true = whitelist, false = blacklist.
	is_whitelist = true
	#A filter for which biomes this structure should generate in. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest.
	biomes = "#structure_gel:ocean, !#structure_gel:frozen"

[soul_prison]
	#The average distance between structures of this type, measured in chunks.
	#Range: > 1
	spacing = 25
	#What dimensions should this structure be placed in. Type "all" to allow all dimensions
	valid_dimensions = "minecraft:the_nether"
	#A random offset applied to spacing. Values closer to 0 produce a grid effect while values closer to spacing are more random.
	#Range: > 0
	offset = 6
	#How the biomes list should be used. true = whitelist, false = blacklist.
	is_whitelist = true
	#A filter for which biomes this structure should generate in. Works with the biome dictionary (#overworld) and "not" statements (!plains). These can be combined (!#nether). Operates in the order presented. So "#forest, !flower_forest" will add all forests and then remove the flower forest.
	biomes = "minecraft:soul_sand_valley"

["quark compat"]
	#Percent chance for monster boxes from Quark to generate in the buried dungeon
	#Range: 0 ~ 100
	bigger_dungeon_monster_box_chance = 35

["waystones compat"]
	#Percent chance for a waystone from Waystones to generate on top of the tower
	#Range: 0 ~ 100
	tower_waystone_chance = 100

