Resource Queue

In each Biome Config you will find the resources queue, this is where most of the things that populate your biomes are configured. The resources will be placed in the order you define them.

## AboveWaterRes

```
AboveWaterRes(BlockName,Frequency,Rarity)

 Parameter
 BlockName
 Rarity
```
AboveWaterRes(minecraft:lily_pad,4,100.0)

```

## Bamboo

```
Bamboo(Frequency, Rarity, PodzolChance, BlockSource)

 Parameter
 Frequency
 Rarity
 PodzolChance
 BlockSource
```
Bamboo(50,80.0,0.5,minecraft:grass_block,minecraft:podzol)

```

## BasaltColumn

BasaltColumn(BlockName,Frequency,Rarity,BaseSize,SizeVariance,BaseHeight,HeightVariance,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

## CoralClaw

```
CoralClaw(Frequency, Rarity)

 Parameter
 Frequency
 Rarity
```
CoralClaw(10,50.0)

```

## CoralMushroom

```
CoralMushroom(Frequency, Rarity)

 Parameter
 Frequency
 Rarity
```
CoralMushroom(10,50.0)

```

## CoralTree

```
CoralTree(Frequency, Rarity)

 Parameter
 Frequency
 Rarity
```
CoralTree(10,50.0)

```

## CustomObject

See also: Custom objects and structures

Frequency, rarity and all other placement rules are defined in the custom object file itself.
Note:
* Trees have their own resource for placement, this resource is best used for non-tree objects.
```
CustomObject(Object[,AnotherObject,...])

 Parameter
 Object
```
CustomObject(MyMushroom1,MyMushroom2,MyMushroom3)

```

## CustomStructure

CustomStructure([Object,Object\_Chance[,AnotherObject,Object\_Chance[,...]]])

See also: Custom objects and structures

## Dungeon

```
Dungeon(Range,Count,MinAltitude,MaxAltitude)

 Parameter
 Range
 Count
 MinAltitude
 MaxAltitude
```
Dungeon(256,1,0,255)

```

## Fossil

```
Fossil(Chance, MinAltitude, MaxAltitude)

 Parameter
 Chance
 MinAltitude
 MaxAltitude
```
Fossil(3.0,30,50)

```

## Grass

```
Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])

 Parameter
 PlantType
 Grouped
 Frequency
 Rarity
 BlockSource
```
Grass(minecraft:grass,Grouped,10,50.0,minecraft:grass_block)

```

## Iceberg

```
Iceberg(BlockName1, BlockName2, Chance, [AnotherBlock1, AnotherBlock2, AnotherChance...], TotalChance)

 Parameter
 BlockName1
 BlockName2
 Chance
 [AnotherBlock]
 TotalChance
```
Iceberg(minecraft:obsidian,minecraft:cobblestone,25,minecraft:red_sand,minecraft:sandstone,75,100)

```

## Kelp

```
Kelp(Frequency,Rarity)

 Parameter
 Frequency
 Rarity
```
Kelp(80,25.0)

```

## Liquid

Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

## Registry

Used to add non-OTG (vanilla or modded) resources to OTG biomes.

Registry(RegistryKey,DecorationStage)

RegistryKey:    Registry key for a (non-OTG) default or configured feature. For example: minecraft:plain\_vegetation.

DecorationStage: Optional, one of the vanilla decoration stages.

Can be: RAW\_GENERATION, LAKES, LOCAL\_MODIFICATIONS, UNDERGROUND\_STRUCTURES, SURFACE\_STRUCTURES, STRONGHOLDS, UNDERGROUND\_ORES, UNDERGROUND\_DECORATION, VEGETAL\_DECORATION, TOP\_LAYER\_MODIFICATION. VEGETAL\_DECORATION by default.

A list of all resource locations that can be used in Registry() are available here, courtesy of MCPitman and Frank.

## SeaGrass

```
SeaGrass(Frequency,Rarity,TallChance)

 Parameter
 Frequency
 Rarity
 TallChance
```
SeaGrass(100,25.0,0.5)

```

## SmallLake

```
SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)

 Parameter
 BlockName
 Rarity
 MinAltitude
 MaxAltitude
```
SmallLake(minecraft:water,4,7.0,8,119)

```

## SurfacePatch

```
SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]

 Parameter
 BlockName
 MaxAltitude
 BlockSource
```
SurfacePatch(minecraft:water,minecraft:lily_pad,62,255,minecraft:grass_block)

```

## Tree

See also: Custom objects and structures

```
Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])

 Parameter
 Frequency
 TreeType
 TreeTypeChance
```
Tree(10,Taiga1,30,Taiga2,30,MyCustomTree1,100)

```

This means that OTG tries to generate ten trees in a chunk. It first tries to generate a Taiga1 tree with a 30% chance. If it fails to generate a Taiga1 tree it tries to generate a Taiga2 tree with a 30% chance. If that also fails, it tries to generate a custom object tree (MyCustomTree1) with a 100% chance.

Please note that a 100% chance does not guarantee a tree generates, there still needs to be enough space. There are never 10 trees in a chunk, simply because there isn't enough space for that. However, `Tree(50,Tree,100)` will cause more trees to spawn than `Tree(8,Tree,100)`, simply because OTG tries more spots out to place a tree.

You can limit a tree type to certain height values by appending `(MinHeight=number;MaxHeight=number)` to the tree type. For example, `Tree(10,Forest(MinHeight=70),20,BigTree(MinHeight=80;MaxHeight=130),50,Tree,100)` will make the big trees only spawn between y=80 and y=130 and the birch trees only above y=70, while normal trees will still spawn at all altitudes. As you can see from the example, you don't need to specify both the `MinHeight` and `MaxHeight`, writing only one of the two is also valid. Please note that the `;` instead of a `,` is not a typo.
Note that Tree() does not work underground; for cave worlds or other scenarios where you need tree-like resources underground, use CustomObject() instead.

## UnderGroundLake

Not working currently.

UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)

## UnderWaterOre

```
UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])

 Parameter
 BlockName
 Frequency
 Rarity
 BlockSource
```
UnderWaterOre(minecraft:clay,10,1,100.0,minecraft:grass_block,minecraft:sand)

```

## UnderWaterPlant

UnderWaterPlant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])

## Vein

Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])

## Vines

```
Vines(Frequency, Rarity, MinAltitude, MaxAltitude)

 Parameter
 Frequency
 Rarity
 MinAltitude
 MaxAltitude
```
Vines(5,100.0,62,255)

```

## Well

Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])