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

# The descriptions in this file are accurate only for TerrainControl and OTG.
# For MCW and OTG+ these descriptions are only accurate if the BO3 is used as a CustomObject.
# MCW and OTG+ completely reimplemented CustomStructure, check the MCW/OTG+ documentation for more information.

# 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: Unknown

# A short description of this BO3 object
Description: This BO3 was converted from a schematic using OTGEdit. The author and description information of the schematic could not be found. If you know who the author of the schematic is then please add this information.

# 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: WriteAll

#######################################################################
# +-----------------------------------------------------------------+ #
# |                          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: 40

# 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: 100.0

# 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: randomY

# The height limits for the BO3.
MinHeight: 0

MaxHeight: 256

# Objects can have other objects attached 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

# To optimise this BO3 for faster loading times you can use Notepad++ to find/replace comments and abbreviate things.
# Notepad++ find/replace with regex:
# Find: ^[#;].* replace to nothing removes all lines starting with # 
# Find: ^\s*$ replace to nothing removes most empty lines 
# Notepad++ find/replace without regex:
# *Warning: This will only work for OTG 1.10.2 v21 / OTG 1.11.2 v6 or higher. B( is not recognised by lower versions.
# Find: Block( replace to B(

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

# The block(s) the BO3 should spawn in.
SourceBlocks: AIR

# 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: 100

# 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:
# Block(x,y,z,id[.data][,nbtfile.nbt) or B(x,y,z,id[.data][,nbtfile.nbt)
# RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
# So RandomBlock(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.

Block(-1,0,-1,17)
Block(-1,1,-1,17)
Block(-1,2,-1,18:3)
Block(0,0,-2,17)
Block(0,0,-1,17)
Block(0,0,0,17)
Block(0,1,-2,18:3)
Block(0,1,-1,18:3)
Block(0,1,0,17)
Block(0,2,0,17)
Block(0,3,0,18:3)
Block(1,0,-1,17)
Block(1,0,1,17)
Block(1,1,-1,18:3)
Block(1,1,1,18:3)


#######################################################################
# +-----------------------------------------------------------------+ #
# |                             Entities                            | #
# +-----------------------------------------------------------------+ #
#######################################################################

# Entity() spawns an entity instead of a block. The entity is spawned only once when the BO3 is spawned.
# Entities are persistent by default so they don't de-spawn when no player is near, they are only unloaded.
# Usage: Entity(x,y,z,mobName,groupSize,NameTagOrNBTFileName) or Entity(x,y,z,mobName,groupSize)
# Use /tc entities or /otg entities to get a list of entities that can be used as mobName, this includes entities added by other mods.
# NameTagOrNBTFileName can be either a nametag for the mob or an nbt file (such as mymobinfo.nbt or mymobinfo.txt).
# When using a text file you can use the same mob spawning parameters used with the /summon command to equip the
# entity and give it custom attributes etc. You can copy the DATA part of a summon command including surrounding
# curly braces to a .txt file, for instance for: "/summon Skeleton x y z {DATA}"

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

# Require a condition at a certain location in order for the BO3 to be spawned.
# BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
# BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
# LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)

# You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.

# Examples:
#   BlockCheck(0,-1,0,GRASS,DIRT)  Require grass or dirt just below the object
#   BlockCheck(0,-1,0,Solid)       Require any solid block just below the object
#   BlockCheck(0,-1,0,WOOL)        Require any type of wool just below the object
#   BlockCheck(0,-1,0,WOOL:0)      Require white wool just below the object
#   BlockCheckNot(0,-1,0,WOOL:0)   Require that there is no white wool below the object
#   LightCheck(0,0,0,0,1)          Require almost complete darkness just below the object
BlockCheck(0,10,0,AIR)
BlockCheck(0,5,0,AIR)
BlockCheck(0,2,0,AIR)
BlockCheck(2,5,0,AIR)
BlockCheck(-2,5,0,AIR)
BlockCheck(0,5,2,AIR)
BlockCheck(0,5,-2,AIR)
BlockCheck(5,5,0,AIR)
BlockCheck(-5,5,0,AIR)
BlockCheck(0,5,5,AIR)
BlockCheck(0,5,-5,AIR)
BlockCheck(-4,0,-4,Solid)
BlockCheck(-3,0,-4,Solid)
BlockCheck(-2,0,-4,Solid)
BlockCheck(-1,0,-4,Solid)
BlockCheck(0,0,-4,Solid)
BlockCheck(1,0,-4,Solid)
BlockCheck(2,0,-4,Solid)
BlockCheck(3,0,-4,Solid)
BlockCheck(4,0,-4,Solid)
BlockCheck(-4,0,-3,Solid)
BlockCheck(-3,0,-3,Solid)
BlockCheck(-2,0,-3,Solid)
BlockCheck(-1,0,-3,Solid)
BlockCheck(0,0,-3,Solid)
BlockCheck(1,0,-3,Solid)
BlockCheck(2,0,-3,Solid)
BlockCheck(3,0,-3,Solid)
BlockCheck(4,0,-3,Solid)
BlockCheck(-4,0,-2,Solid)
BlockCheck(-3,0,-2,Solid)
BlockCheck(-2,0,-2,Solid)
BlockCheck(-1,0,-2,Solid)
BlockCheck(0,0,-2,Solid)
BlockCheck(1,0,-2,Solid)
BlockCheck(2,0,-2,Solid)
BlockCheck(3,0,-2,Solid)
BlockCheck(4,0,-2,Solid)
BlockCheck(-4,0,-1,Solid)
BlockCheck(-3,0,-1,Solid)
BlockCheck(-2,0,-1,Solid)
BlockCheck(-1,0,-1,Solid)
BlockCheck(0,0,-1,Solid)
BlockCheck(1,0,-1,Solid)
BlockCheck(2,0,-1,Solid)
BlockCheck(3,0,-1,Solid)
BlockCheck(4,0,-1,Solid)
BlockCheck(-4,0,0,Solid)
BlockCheck(-3,0,0,Solid)
BlockCheck(-2,0,0,Solid)
BlockCheck(-1,0,0,Solid)
BlockCheck(0,0,0,Solid)
BlockCheck(1,0,0,Solid)
BlockCheck(2,0,0,Solid)
BlockCheck(3,0,0,Solid)
BlockCheck(4,0,0,Solid)
BlockCheck(-4,0,1,Solid)
BlockCheck(-3,0,1,Solid)
BlockCheck(-2,0,1,Solid)
BlockCheck(-1,0,1,Solid)
BlockCheck(0,0,1,Solid)
BlockCheck(1,0,1,Solid)
BlockCheck(2,0,1,Solid)
BlockCheck(3,0,1,Solid)
BlockCheck(4,0,1,Solid)
BlockCheck(-4,0,2,Solid)
BlockCheck(-3,0,2,Solid)
BlockCheck(-2,0,2,Solid)
BlockCheck(-1,0,2,Solid)
BlockCheck(0,0,2,Solid)
BlockCheck(1,0,2,Solid)
BlockCheck(2,0,2,Solid)
BlockCheck(3,0,2,Solid)
BlockCheck(4,0,2,Solid)
BlockCheck(-4,0,3,Solid)
BlockCheck(-3,0,3,Solid)
BlockCheck(-2,0,3,Solid)
BlockCheck(-1,0,3,Solid)
BlockCheck(0,0,3,Solid)
BlockCheck(1,0,3,Solid)
BlockCheck(2,0,3,Solid)
BlockCheck(3,0,3,Solid)
BlockCheck(4,0,3,Solid)
BlockCheck(-4,0,4,Solid)
BlockCheck(-3,0,4,Solid)
BlockCheck(-2,0,4,Solid)
BlockCheck(-1,0,4,Solid)
BlockCheck(0,0,4,Solid)
BlockCheck(1,0,4,Solid)
BlockCheck(2,0,4,Solid)
BlockCheck(3,0,4,Solid)
BlockCheck(4,0,4,Solid)

