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Biome Models

Compbuild uses biome dependent models for builds with more repetitive assets. You're able to change a group of blocks to a certain biome which also changes the biome as well.

For example you can use //setbiome windswept_forest on a Chair in the plains biome and you'll get a more modern looking chair. Biomes are 4x4x4 and it can be a guessing game on where they are placed, we recommend setting  biomes over a slightly large area than you need.

Dead Tube Coral Fan
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No Biome

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windswept_forest

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jungle

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flower_forest

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sparse_jungle

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beach

Dead Tube Coral
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No Biome

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windswept_forest

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jungle

Horn Coral Fan, Brain Coral Fan, Fire Coral Fan, Bubble Coral Fan
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No Biome

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sparse_jungle

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windswept_forest

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desert

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jungle

Dead Bubble Coral Fan
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No Biome

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beach

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birch_forest

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windswept_forest

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desert

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badlands

Tube Coral Fan
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No Biome

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windswept_forest

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windswept_hills

Sticky Piston, Sticky Piston Head
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No Biome

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jungle

Dead Brain Coral Fan
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No Biome

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forest

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No Biomes - has random color variants

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jungle

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sparse_jungle

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desert

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windswept_hills

Blockstate Models

Blockstate models are models or blocks you can change with the debug stick, WorldEdit, or by hand. They're a lot more simpler to use than biome dependent models.

You can use WorldEdit commands like //set repeater[powered=true, delay=4] to get a bicycle. That's an example of one. There are a lot of blockstate models within Compbuild Textures and we'd recommend playing around with them.

Repeater, off
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delay=1

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delay=2

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delay=3

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delay=4

Repeater, powered=true
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delay=1

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delay=2

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delay=3

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delay=4 - has random color variants

Comparator, off
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powered=false

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mode=subtract

Comparator, powered=true
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powered=true

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mode=subtract

Cake
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bites=0

bites=1

bites=2

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bites=3

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bites=4

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bites=5 - has random variants

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bites=6

Turtle Egg, no hatch
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eggs=1

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eggs=2

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eggs=3

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eggs=4

Turtle Egg, hatch=1
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eggs=1

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eggs=2

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eggs=3

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eggs=4

Dead Sea Pickle, waterlogged=false
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pickles=1

pickles=2

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pickles=3

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pickles=4

Respawn Anchor
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charge=0

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charge=3

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charge=1

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charge=4

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charge=2

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