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<p>There are some existing formats available to consider first:
<ul>
<li><a href="http://minecraft.gamepedia.com/Schematic_file_format"><b>schematic</b></a> - file format native to MCEdit / Bukkit / WorldEdit communities. Can store the prefab, the block entities and regular entities, and any metadata. Cannot store multiple prefabs. No effort to read or write, there's already code to do that (except for the entities) in the server.</li>
-<li><a href="http://dev.bukkit.org/bukkit-plugins/terrain-control/"><b>bob / bo2 / bo3</b></a> - file format created for prefabs in the Terrain Control mod. Can store the prefab and any metadata. Support for block entities and regular entities is unknown. Cannot store multiple prefabs. Medium difficulty for reading and writing, would need new parser and serializer. Unknown (but assumed true) whether the format truly supports any metadata.</li>
+<li><a href="https://dev.bukkit.org/projects/terrain-control"><b>bob / bo2 / bo3</b></a> - file format created for prefabs in the Terrain Control mod. Can store the prefab and any metadata. Support for block entities and regular entities is unknown. Cannot store multiple prefabs. Medium difficulty for reading and writing, would need new parser and serializer. Unknown (but assumed true) whether the format truly supports any metadata.</li>
<li><a href="https://github.com/cuberite/cuberite/tree/master/src/Generating/Prefabs"><b>cpp</b></a> - export from our Gallery server directly into C++ source files. Can store the prefab and any metadata, block entities and regular entities currently not implemented but could be added. Very difficult for reading, writing already implemented. Only usable when compiling directly into the server. Can store multiple prefabs and metadata for the entire set.</li>
</ul>
Obviously none of these fully satisfy our needs, so we'll need to either extend one of them or create yet another one. Extending the .schematic file would mean that the exporter plugin would need to change most of the export code, which was deemed too unmaintainable. Because the bob format is not implemented at all, it wasn't even considered. The cpp format would have been a great candidate if it weren't so difficult to parse. However, it sparked an idea - something similar in form to the cpp format, but easily parsed. Since we already have the Lua interpreter, why not base the new format in Lua?</p>