|| --- Server Installation --- ||

BBMM is now possible to install on a server. In order to do so, install forge in your
server folder. Next, drag this zip into the mods folder and either:
	create a new folder titled bbmm
	OR
	run the server and the directory will be made for you

Next, simply drag any mods created through bbmm (that is, the .bbmm files that have been created)
into the bbmm folder and then run the server and it will load everything from the file.

|| --- Client Installation --- ||

BBMM is installed in mostly the same way on the client. Install forge onto minecraft.jar and then
drag the BBMM zip into the mods folder in .minecraft. Next, either:
	create a new folder titled bbmm
	OR
	run Minecraft and the directory will be made for you

Installing mods created with bbmm are a bit more difficult. Since rendering is done client-side,
texture sheets will need to be installed in a different location from the .txt file. They will need
to be put into a folder called bbmm and armor files go into bbmm/armor, then that should be compressed to a .zip and the zip should
be added to the mods folder. The .txt file needs to be added to the bbmm folder in .minecraft.

The entire BBMM style mod directory should be like this: (This setup sucks, but it's required)

.minecraft > mods > modname.zip > mods > BBMM > textures > items > .png files
.minecraft > mods > modname.zip > mods > BBMM > textures > blocks > .png files
.minecraft > mods > modname.zip > armor > .png files
.minecraft > bbmm > .bbmm files


|| --- Generic Creation Calls --- ||

block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), texture
	accepted Block Materials: rock, cloth/wool, wood, dirt/ground, iron/metal, glass, leaves
	accepted Light Values: 0.0 to 1.0
	optional parameters: quantity dropped, id dropped
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), texture, qDrop
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), texture, qDrop, idDrop

Any of those will work.


tool material, Material Name, harvestLevel, maxUses, efficiency (x.x), damage, enchantability

tool, Tool Name, itemID, texture, toolType, toolMaterial
	accepted Tool Types: pickaxe, hatchet/axe, hoe, shovel/spade, sword


armor material, Material Name, durability, helmReduct, chestReduct, legsReduct, bootsReduct, enchantability

armor, Armor Name, itemID, texture, armorType, armorMaterial, armorFile
	accepted Armor Types: helm, chest, legs, boots

--Creating armor is a bit more extensive. An armor texture must be made and put into the mod's
	bbmm/armor folder labelled either 1 or 2, depending on the type of armor
	Helm, chest and boots require a 1, legs use a 2. Use this example as a tutorial

armor, Yellow Chestplate, 6000, yellowChestplate, chest, Yellow, yellow
mods > mybbmm.zip > bbmm > armor > yellow1.png

The mod will know automatically where to get all of the proper information to make the item render
properly when worn.


item, Item Name, itemID, texture


food, Item Name, itemID, texture, healthValue, saturation (x.x), canHealWolf (true or false)


crafting, Tool Name, craftMaterialId, toolType
	OR
crafting, Tool Name, (materialID:meta), toolType
	accepted Tool Types: pickaxe, hatchet/axe, hoe, shovel/spade, sword


worldgen, blockID, minLevel, maxLevel, veinSize, dimension
	accepted Dimension IDs: -1, 0, 1


smelting, idToBeSmelted, resultId, amount, exp (x.x)
	OR
smelting, (idToSmelt:meta), (resultId:meta), amount, exp (x.x)


custom crafting, recipe shape, params, idCrafted, amount

Custom Crafting Examples:
	Bread
custom crafting, 'www', w=296, 297, 1
	Arrow
custom crafting, ' ws' 'w s' ' ws', w=280 s=287, 261, 1
	Blue Wool
custom crafting, 'wd', w=35 d=(351:4), (35:11), 1

As one can see, the recipe shape can vary in size and shape, just be careful not to put commas between
the recipe lines! The recipe params are the values of the items. In the bread example, where it says
w=296, that means the w in the 'www' is itemID 296, which is wheat, and the output is 1 bread (297).
Items with metadata are shown as x=(id:meta) and (id:meta)


shapeless crafting, params, result, amount

Shapeless Crafting Examples:
	Book
shapeless crafting, 334-339-339-339, 340, 1
	Red Wool
shapeless crafting, 35-(351:1), (35:14), 1


custom gen, genID, min, max, rarity, dimension, otmFile

--Creating Custom World Generation--
1. Go into creative mode and build a structure, size can be up to 254x254x254
2. Open the BBMM creative tab and grab the Structure Boundary block and Structure Writer
3. Put 8 boundaries enclosing the structure in the shape of a cube
	NOTE: Blocks that are in between the boundaries are not counted, only blocks within the boundaries
	For example, if you put bounds in a 5x5x5 cube, only the 3x3x3 within the box will be counted
4. Place a data writer inside the boundaries and right click it
5. A new .otm file will be output to .minecraft/bbmm. You may rename this if you'd like
6. Use this file name (excluding the .otm extension) in the custom gen creation call

7. If any of the blocks in the structure is a chest, proceed. Otherwise, you're done!

--Chests--
In order to generate chest contents, follow these steps
1. Open the .otm file
2. After the final line of structure mapping [(data)-(data)-(data)], use the following call
	loot, id, number, damage, min chance, max chance, weight
3. After all of the loot calls, the count of items range must be set using this
	size, min, max
4. The final line of the file should say END like it did before.
5. All chests in the structure will use the same loot parameters


--Editing Chests in the World--

loot add, chestName, id, min, max, weight
	OR
loot add, chestName, (id:meta), min, max, weight

loot remove, chestName, id
	OR
loot remove, chestName, (id:meta)

Any existing items/blocks can be used
Min is the minimum number, max is maximum (Example, diamond in blacksmith ranges 1 and 3)
Weight is the likeliness to be chosen (Example, diamond in blacksmith is 3)

Chestnames are:

mineshaftCorridor
pyramidDesertyChest
pyramidJungleChest
pyramidJungleDispenser
strongholdCorridor
strongholdLibrary
strongholdCrossing
villageBlacksmith
bonusChest
dungeonChest

These chestNames must be copied exactly, otherwise they will not register correctly


--Vanilla Overrides--

As of BBMM v1.7.5, vanilla item and block textures and names can be overriden using the following

bto, blockID, newTexture
bno, blockID, newName
ito, itemID, newTexture
ino, itemID, newName


Vanilla recipes can be removed (note, this removes ALL recipes that yield the itemID, but won't
	remove any new recipes you are adding with BBMM)

recipe remove, resultID


BBMM now also supports custom fuels

fuel, itemID/blockID, burnTime (measured in ticks)

	burnTime conversion (use this as a reference for the burnTime math)
	1 smelt = 10 seconds
	10 seconds = 200 ticks
	coal = 8 smelts = 80 seconds = 1600 ticks, coal burnTime = 1600