
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            BO3 object                           | #
# +-----------------------------------------------------------------+ #
#######################################################################

# This is the config file of a custom object.
# If you add this object correctly to your BiomeConfigs, it will spawn in the world.

# This is the creator of this BO3 object
Author: LordSmellyPants

# A short description of this BO3 object
Description: No description given

# The BO3 version, don't change this! It can be used by external applications to do a version check.
Version: 3

# The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
SettingsMode: WriteDisable


#######################################################################
# +-----------------------------------------------------------------+ #
# |                          Main settings                          | #
# +-----------------------------------------------------------------+ #
#######################################################################

# This needs to be set to true to spawn the object in the Tree and Sapling resources.
Tree: false

# The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Frequency: 1

# The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Rarity: 15.0

# If you set this to true, the BO3 will be placed with a random rotation.
RotateRandomly: true

# The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
SpawnHeight: highestSolidBlock

# The height limits for the BO3.
MinHeight: 0

MaxHeight: 255

# Objects can have other objects attacthed to it: branches. Branches can also
# have branches attached to it, which can also have branches, etc. This is the
# maximum branch depth for this objects.
MaxBranchDepth: 10

# When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
# If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored.
ExcludedBiomes: All


#######################################################################
# +-----------------------------------------------------------------+ #
# |                      Source block settings                      | #
# +-----------------------------------------------------------------+ #
#######################################################################

# The B(s) the BO3 should spawn in.
SourceBlocks: STONE:1,STONE:3,STONE:5,DIRT:1,DIRT,SAND,GRASS,DIRT:2,STATIONARY_WATER,HARD_CLAY,STAINED_CLAY,CLAY,SANDSTONE,SAND:1,AIR,STONE,GRAVEL,31,31:1,31:2,32,37,38,39,40,79,174

# The maximum percentage of the BO3 that can be outside the SourceBlock.
# The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage.
MaxPercentageOutsideSourceBlock: 20

# What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
OutsideSourceBlock: placeAnyway


#######################################################################
# +-----------------------------------------------------------------+ #
# |                              Blocks                             | #
# +-----------------------------------------------------------------+ #
#######################################################################

# All the blocks used in the BO3 are listed here. Possible blocks:
# B(x,y,z,id[.data][,nbtfile.nbt)
# RB(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
# So RB(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
# the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
# fails, a 100% percent chance to have the contents of anotherchest.nbt.
B(-3,0,0,quark:crystal:4)
B(-3,1,0,quark:crystal:4)
B(-3,2,0,quark:crystal:4)
B(-3,3,0,quark:crystal:4)
B(-3,4,0,quark:crystal:4)
B(-2,-1,-1,quark:crystal:4)
B(-2,-1,0,quark:crystal:4)
B(-2,0,-1,quark:crystal:4)
B(-2,0,0,quark:crystal:4)
B(-2,0,1,quark:crystal:4)
B(-2,1,-1,quark:crystal:4)
B(-2,1,0,quark:crystal:4)
B(-2,1,1,quark:crystal:4)
B(-2,2,-1,quark:crystal:4)
B(-2,2,0,quark:crystal:4)
B(-2,2,1,quark:crystal:4)
B(-2,3,-1,quark:crystal:4)
B(-2,3,0,quark:crystal:4)
B(-2,3,1,quark:crystal:4)
B(-2,4,0,quark:crystal:4)
B(-2,5,0,quark:crystal:4)
B(-2,6,0,quark:crystal:4)
B(-2,7,0,quark:crystal:4)
B(-1,-2,-1,quark:crystal:4)
B(-1,-2,0,quark:crystal:4)
B(-1,-1,-2,quark:crystal:4)
B(-1,-1,-1,quark:crystal:4)
B(-1,-1,0,quark:crystal:4)
B(-1,-1,1,quark:crystal:4)
B(-1,0,-2,quark:crystal:4)
B(-1,0,-1,quark:crystal:4)
B(-1,0,0,quark:crystal:4)
B(-1,0,1,quark:crystal:4)
B(-1,0,2,quark:crystal:4)
B(-1,1,-2,quark:crystal:4)
B(-1,1,-1,quark:crystal:4)
B(-1,1,0,quark:crystal:4)
B(-1,1,1,quark:crystal:4)
B(-1,1,2,quark:crystal:4)
B(-1,2,-2,quark:crystal:4)
B(-1,2,-1,quark:crystal:4)
B(-1,2,0,quark:crystal:4)
B(-1,2,1,quark:crystal:4)
B(-1,2,2,quark:crystal:4)
B(-1,3,-2,quark:crystal:4)
B(-1,3,-1,quark:crystal:4)
B(-1,3,0,quark:crystal:4)
B(-1,3,1,quark:crystal:4)
B(-1,3,2,quark:crystal:4)
B(-1,4,-2,quark:crystal:4)
B(-1,4,-1,quark:crystal:4)
B(-1,4,0,quark:crystal:4)
B(-1,4,1,quark:crystal:4)
B(-1,5,-1,quark:crystal:4)
B(-1,5,0,quark:crystal:4)
B(-1,5,1,quark:crystal:4)
B(-1,6,-1,quark:crystal:4)
B(-1,6,0,quark:crystal:4)
B(-1,6,1,quark:crystal:4)
B(-1,7,0,quark:crystal:4)
B(-1,8,0,quark:crystal:4)
B(-1,9,0,quark:crystal:4)
B(-1,10,0,quark:crystal:4)
B(-1,11,0,quark:crystal:4)
B(-1,12,0,quark:crystal:4)
B(0,-2,0,quark:crystal:4)
B(0,-2,1,quark:crystal:4)
B(0,-1,-1,quark:crystal:4)
B(0,-1,0,quark:crystal:4)
B(0,-1,1,quark:crystal:4)
B(0,-1,2,quark:crystal:4)
B(0,0,-1,quark:crystal:4)
B(0,0,0,quark:crystal:4)
B(0,0,1,quark:crystal:4)
B(0,0,2,quark:crystal:4)
B(0,1,-1,quark:crystal:4)
B(0,1,0,quark:crystal:4)
B(0,1,1,quark:crystal:4)
B(0,1,2,quark:crystal:4)
B(0,2,-1,quark:crystal:4)
B(0,2,0,quark:crystal:4)
B(0,2,1,quark:crystal:4)
B(0,2,2,quark:crystal:4)
B(0,3,-1,quark:crystal:4)
B(0,3,0,quark:crystal:4)
B(0,3,1,quark:crystal:4)
B(0,4,0,quark:crystal:4)
B(0,4,1,quark:crystal:4)
B(0,5,0,quark:crystal:4)
B(0,6,0,quark:crystal:4)
B(0,7,0,quark:crystal:4)
B(0,8,0,quark:crystal:4)
B(0,9,0,quark:crystal:4)
B(1,-1,0,quark:crystal:4)
B(1,0,0,quark:crystal:4)
B(1,0,1,quark:crystal:4)
B(1,1,0,quark:crystal:4)
B(1,1,1,quark:crystal:4)
B(1,2,0,quark:crystal:4)
B(1,2,1,quark:crystal:4)
B(1,3,0,quark:crystal:4)
B(1,4,0,quark:crystal:4)

#######################################################################
# +-----------------------------------------------------------------+ #
# |                            BO3 checks                           | #
# +-----------------------------------------------------------------+ #
#######################################################################

BlockCheck(0,-1,0,GRASS,DIRT,STONE,biomesoplenty:grass,biomesoplenty:dirt,biomesoplenty:hard_ice,astralsorcery:blockmarble)  
BlockCheck(0,-2,0,GRASS,DIRT,STONE,biomesoplenty:grass,biomesoplenty:dirt,biomesoplenty:hard_ice,astralsorcery:blockmarble)  
 
 

#######################################################################
# +-----------------------------------------------------------------+ #
# |                             Branches                            | #
# +-----------------------------------------------------------------+ #
#######################################################################

# Branches are objects that will spawn when this object spawns when it is used in
# the CustomStructure resource. Branches can also have branches, making complex
# structures possible. See the wiki for more details.

# Regular Branches spawn each branch with an independent chance of spawning.
# Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
# branchName - name of the object to spawn.
# rotation - NORTH, SOUTH, EAST or WEST.
# IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank

# Weighted Branches spawn branches with a dependent chance of spawning.
# WBR(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
# MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank
