
[tower]
	#Spacing between structures
	#Range: > 1
	spacing = 25
	#Offsets the spacing of the structures randomly
	#Range: > 0
	offset = 6
	#How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite.
	is_whitelist = true
	#A biome filter to determine where the structure should generate. 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 = "plains, forest, dark_forest, birch_forest, mountains, biomesoplenty:boreal_forest, biomesoplenty:coniferous_forest, biomesoplenty:grove, biomesoplenty:lavender_field, biomesoplenty:maple_woods, biomesoplenty:ominous_woods, biomesoplenty:prairie, biomesoplenty:seasonal_forest, biomesoplenty:shield, biomesoplenty:woodland, biomesoplenty:pasture, biomesoplenty:rainbow_valley, biomesoplenty:fir_clearing, biomesoplenty:pumpkin_patch"
	#Chance of generating in an allowed chunk
	#Range: 0.0 ~ 1.0
	probability = 0.5

[leviathan]
	#Spacing between structures
	#Range: > 1
	spacing = 36
	#Offsets the spacing of the structures randomly
	#Range: > 0
	offset = 8
	#How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite.
	is_whitelist = true
	#A biome filter to determine where the structure should generate. 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 = "desert, biomesoplenty:brushland, biomesoplenty:xeric_shrubland"
	#Chance of generating in an allowed chunk
	#Range: 0.0 ~ 1.0
	probability = 1.0

[snowy_temple]
	#Spacing between structures
	#Range: > 1
	spacing = 36
	#Offsets the spacing of the structures randomly
	#Range: > 0
	offset = 8
	#How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite.
	is_whitelist = true
	#A biome filter to determine where the structure should generate. 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 = "snowy_tundra, snowy_taiga, biomesoplenty:cold_desert, biomesoplenty:muskeg, biomesoplenty:tundra, biomesoplenty:snowy_coniferous_forest, biomesoplenty:snowy_fir_clearing"
	#Chance of generating in an allowed chunk
	#Range: 0.0 ~ 1.0
	probability = 1.0

[bigger_dungeon]
	#Spacing between structures
	#Range: > 1
	spacing = 12
	#Offsets the spacing of the structures randomly
	#Range: > 0
	offset = 5
	#How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite.
	is_whitelist = false
	#A biome filter to determine where the structure should generate. 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 = "mushroom_fields, mushroom_field_shore"
	#Chance of generating in an allowed chunk
	#Range: 0.0 ~ 1.0
	probability = 0.4

[end_ruins]
	#Spacing between structures
	#Range: > 1
	spacing = 24
	#Offsets the spacing of the structures randomly
	#Range: > 0
	offset = 8
	#How should the code treate biomes? true = whitelist, false = blacklist. Biomes defined with ! do the opposite.
	is_whitelist = true
	#A biome filter to determine where the structure should generate. 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 = "end_highlands, end_midlands"
	#Chance of generating in an allowed chunk
	#Range: 0.0 ~ 1.0
	probability = 0.8

