
[structures]
	#Structure Generation Config
	#Take care what you change, this changes may cant be undone
	#
	#Biomes in which Overworld Structures cant generate in
	blacklisted_biomes = ["minecraft:nether_wastes", "minecraft:the_end", "minecraft:small_end_islands", "minecraft:end_midlands", "minecraft:end_highlands", "minecraft:end_barrens", "minecraft:soul_sand_valley", "minecraft:crimson_forest", "minecraft:warped_forest", "minecraft:basalt_deltas"]

	[structures.ballon]
		#Generate Ballons?
		generate = true
		#Needs Ballon Ground? [default: false]
		needs_ground = false
		#Ballon Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Ballon Distance (in chunks) [default: 50]
		#Range: 1 ~ 500
		distance = 50
		#Ballon Minimum Separation (in chunks) [default: 8]
		#Range: 1 ~ 500
		separation = 8
		#Ballon Seed (Only Change if you know what you are doing)[default: 143665]
		#Range: > -2147483648
		seed = 143665
		#Biome Types the Ballon can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Ballon can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Ballon? [default: true]
		varianting = true
		#Ballon Generate Loot Chance [default: 0.25]
		#Range: 0.0 ~ 1.0
		loot_chance = 0.25

	[structures.bees]
		#Generate Beess?
		generate = true
		#Needs Bees Ground? [default: true]
		needs_ground = true
		#Bees Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Bees Distance (in chunks) [default: 70]
		#Range: 1 ~ 500
		distance = 70
		#Bees Minimum Separation (in chunks) [default: 12]
		#Range: 1 ~ 500
		separation = 12
		#Bees Seed (Only Change if you know what you are doing)[default: 779806245]
		#Range: > -2147483648
		seed = 779806245
		#Biome Types the Bees can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Bees can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Bees? [default: false]
		varianting = false
		#Bees Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.high_tempel]
		#Generate High Tempels?
		generate = true
		#Needs High Tempel Ground? [default: true]
		needs_ground = true
		#High Tempel Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#High Tempel Distance (in chunks) [default: 85]
		#Range: 1 ~ 500
		distance = 85
		#High Tempel Minimum Separation (in chunks) [default: 18]
		#Range: 1 ~ 500
		separation = 18
		#High Tempel Seed (Only Change if you know what you are doing)[default: 536987987]
		#Range: > -2147483648
		seed = 536987987
		#Biome Types the High Tempel can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the High Tempel can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for High Tempel? [default: true]
		varianting = true
		#High Tempel Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.small_tempel]
		#Generate Small Tempels?
		generate = true
		#Needs Small Tempel Ground? [default: true]
		needs_ground = true
		#Small Tempel Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Small Tempel Distance (in chunks) [default: 75]
		#Range: 1 ~ 500
		distance = 75
		#Small Tempel Minimum Separation (in chunks) [default: 13]
		#Range: 1 ~ 500
		separation = 13
		#Small Tempel Seed (Only Change if you know what you are doing)[default: 4765321]
		#Range: > -2147483648
		seed = 4765321
		#Biome Types the Small Tempel can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Small Tempel can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Small Tempel? [default: true]
		varianting = true
		#Small Tempel Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.nether_shrine]
		#Generate Nether Shrines?
		generate = true
		#Needs Nether Shrine Ground? [default: true]
		needs_ground = true
		#Nether Shrine Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Nether Shrine Distance (in chunks) [default: 80]
		#Range: 1 ~ 500
		distance = 80
		#Nether Shrine Minimum Separation (in chunks) [default: 15]
		#Range: 1 ~ 500
		separation = 15
		#Nether Shrine Seed (Only Change if you know what you are doing)[default: 653267]
		#Range: > -2147483648
		seed = 653267
		#Biome Types the Nether Shrine can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Nether Shrine can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Nether Shrine? [default: true]
		varianting = true
		#Nether Shrine Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.nether_pyramid]
		#Generate Nether Pyramids?
		generate = true
		#Needs Nether Pyramid Ground? [default: true]
		needs_ground = true
		#Nether Pyramid Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Nether Pyramid Distance (in chunks) [default: 150]
		#Range: 1 ~ 500
		distance = 150
		#Nether Pyramid Minimum Separation (in chunks) [default: 50]
		#Range: 1 ~ 500
		separation = 50
		#Nether Pyramid Seed (Only Change if you know what you are doing)[default: 7428394]
		#Range: > -2147483648
		seed = 7428394
		#Biome Types the Nether Pyramid can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Nether Pyramid can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Nether Pyramid? [default: true]
		varianting = true
		#Nether Pyramid Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.water_shrine]
		#Generate Water Shrines?
		generate = true
		#Needs Water Shrine Ground? [default: true]
		needs_ground = true
		#Water Shrine Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Water Shrine Distance (in chunks) [default: 80]
		#Range: 1 ~ 500
		distance = 80
		#Water Shrine Minimum Separation (in chunks) [default: 15]
		#Range: 1 ~ 500
		separation = 15
		#Water Shrine Seed (Only Change if you know what you are doing)[default: 643168754]
		#Range: > -2147483648
		seed = 643168754
		#Biome Types the Water Shrine can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Water Shrine can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Water Shrine? [default: true]
		varianting = true
		#Water Shrine Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.player_house]
		#Generate Player Houses?
		generate = true
		#Needs Player House Ground? [default: true]
		needs_ground = true
		#Player House Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Player House Distance (in chunks) [default: 80]
		#Range: 1 ~ 500
		distance = 80
		#Player House Minimum Separation (in chunks) [default: 15]
		#Range: 1 ~ 500
		separation = 15
		#Player House Seed (Only Change if you know what you are doing)[default: 751963298]
		#Range: > -2147483648
		seed = 751963298
		#Biome Types the Player House can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Player House can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Player House? [default: true]
		varianting = true
		#Player House Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.mineral_temple]
		#Generate Mineral Temples?
		generate = true
		#Needs Mineral Temple Ground? [default: true]
		needs_ground = true
		#Mineral Temple Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Mineral Temple Distance (in chunks) [default: 50]
		#Range: 1 ~ 500
		distance = 50
		#Mineral Temple Minimum Separation (in chunks) [default: 10]
		#Range: 1 ~ 500
		separation = 10
		#Mineral Temple Seed (Only Change if you know what you are doing)[default: 576143753]
		#Range: > -2147483648
		seed = 576143753
		#Biome Types the Mineral Temple can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Mineral Temple can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Mineral Temple? [default: false]
		varianting = false
		#Mineral Temple Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.flooded_temple]
		#Generate Flooded Temples?
		generate = true
		#Needs Flooded Temple Ground? [default: true]
		needs_ground = true
		#Flooded Temple Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Flooded Temple Distance (in chunks) [default: 50]
		#Range: 1 ~ 500
		distance = 50
		#Flooded Temple Minimum Separation (in chunks) [default: 10]
		#Range: 1 ~ 500
		separation = 10
		#Flooded Temple Seed (Only Change if you know what you are doing)[default: 54315143]
		#Range: > -2147483648
		seed = 54315143
		#Biome Types the Flooded Temple can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Flooded Temple can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Flooded Temple? [default: false]
		varianting = false
		#Flooded Temple Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.harbour]
		#Generate Harbours?
		generate = true
		#Needs Harbour Ground? [default: false]
		needs_ground = false
		#Harbour Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Harbour Distance (in chunks) [default: 50]
		#Range: 1 ~ 500
		distance = 50
		#Harbour Minimum Separation (in chunks) [default: 8]
		#Range: 1 ~ 500
		separation = 8
		#Harbour Seed (Only Change if you know what you are doing)[default: 651398043]
		#Range: > -2147483648
		seed = 651398043
		#Biome Types the Harbour can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "SWAMP", "MUSHROOM"]
		#Biomes the Harbour can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Harbour? [default: true]
		varianting = true
		#Harbour Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0
		#Harbour Spawn Villagers [default: true]
		spawn_villagers = true

	[structures.infested_prison]
		#Generate Infested Prisons?
		generate = true
		#Needs Infested Prison Ground? [default: true]
		needs_ground = true
		#Infested Prison Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Infested Prison Distance (in chunks) [default: 60]
		#Range: 1 ~ 500
		distance = 60
		#Infested Prison Minimum Separation (in chunks) [default: 11]
		#Range: 1 ~ 500
		separation = 11
		#Infested Prison Seed (Only Change if you know what you are doing)[default: 567483014]
		#Range: > -2147483648
		seed = 567483014
		#Biome Types the Infested Prison can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Infested Prison can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Infested Prison? [default: true]
		varianting = true
		#Infested Prison Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.witch_house]
		#Generate Abandoned Witch Houses?
		generate = true
		#Needs Abandoned Witch House Ground? [default: true]
		needs_ground = true
		#Abandoned Witch House Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Abandoned Witch House Distance (in chunks) [default: 60]
		#Range: 1 ~ 500
		distance = 60
		#Abandoned Witch House Minimum Separation (in chunks) [default: 11]
		#Range: 1 ~ 500
		separation = 11
		#Abandoned Witch House Seed (Only Change if you know what you are doing)[default: 1721882513]
		#Range: > -2147483648
		seed = 1721882513
		#Biome Types the Abandoned Witch House can generate in
		biome_categories = ["SWAMP", "FOREST"]
		#Biomes the Abandoned Witch House can NOT generate in
		biome_blacklist = ["minecraft:flower_forest", "minecraft:tall_birch_forest", "minecraft:forest", "minecraft:birch_forest", "minecraft:birch_forest_hills"]
		#Use Random Varianting for Abandoned Witch House? [default: true]
		varianting = true
		#Abandoned Witch House Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.jungle_tower]
		#Generate Jungle Towers?
		generate = true
		#Needs Jungle Tower Ground? [default: true]
		needs_ground = true
		#Jungle Tower Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Jungle Tower Distance (in chunks) [default: 60]
		#Range: 1 ~ 500
		distance = 60
		#Jungle Tower Minimum Separation (in chunks) [default: 11]
		#Range: 1 ~ 500
		separation = 11
		#Jungle Tower Seed (Only Change if you know what you are doing)[default: 987531843]
		#Range: > -2147483648
		seed = 987531843
		#Biome Types the Jungle Tower can generate in
		biome_categories = ["JUNGLE"]
		#Biomes the Jungle Tower can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Jungle Tower? [default: true]
		varianting = true
		#Jungle Tower Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.guardian_meeting]
		#Generate Guardian Meetings?
		generate = true
		#Needs Guardian Meeting Ground? [default: true]
		needs_ground = true
		#Guardian Meeting Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#Guardian Meeting Distance (in chunks) [default: 70]
		#Range: 1 ~ 500
		distance = 70
		#Guardian Meeting Minimum Separation (in chunks) [default: 17]
		#Range: 1 ~ 500
		separation = 17
		#Guardian Meeting Seed (Only Change if you know what you are doing)[default: 1498473232]
		#Range: > -2147483648
		seed = 1498473232
		#Biome Types the Guardian Meeting can generate in
		biome_categories = ["PLAINS", "FOREST", "TAIGA", "SAVANNA", "JUNGLE", "MESA", "ICY", "DESERT", "SWAMP", "MUSHROOM"]
		#Biomes the Guardian Meeting can NOT generate in
		biome_blacklist = []
		#Use Random Varianting for Guardian Meeting? [default: false]
		varianting = false
		#Guardian Meeting Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

	[structures.end_temple]
		#Generate End Temples?
		generate = true
		#Needs End Temple Ground? [default: true]
		needs_ground = true
		#End Temple Spawn Chance [default: 0.6]
		#Range: 0.0 ~ 1.0
		spawn_chance = 0.6
		#End Temple Distance (in chunks) [default: 60]
		#Range: 1 ~ 500
		distance = 60
		#End Temple Minimum Separation (in chunks) [default: 11]
		#Range: 1 ~ 500
		separation = 11
		#End Temple Seed (Only Change if you know what you are doing)[default: 478360]
		#Range: > -2147483648
		seed = 478360
		#Biome Types the End Temple can generate in
		biome_categories = ["THEEND"]
		#Biomes the End Temple can NOT generate in
		biome_blacklist = ["minecraft:the_end", "minecraft:the_void", "minecraft:small_end_islands"]
		#Use Random Varianting for End Temple? [default: true]
		varianting = true
		#End Temple Generate Loot Chance [default: 1.0]
		#Range: 0.0 ~ 1.0
		loot_chance = 1.0

