#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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: 5.0

# 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: highestBlock

# The height limits for the BO3.
MinHeight: 0

MaxHeight: 52

# 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 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)
# 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(-3,3,-5,SPRUCE_WOOD_STAIRS:2)
Block(-3,3,-4,SPRUCE_WOOD_STAIRS:0)
Block(-3,3,-3,SPRUCE_WOOD_STAIRS:0)
Block(-3,3,-2,SPRUCE_WOOD_STAIRS:0)
Block(-3,3,-1,SPRUCE_WOOD_STAIRS:0)
Block(-3,3,0,SPRUCE_WOOD_STAIRS:0)
Block(-3,3,1,SPRUCE_WOOD_STAIRS:0)
Block(-3,3,2,SPRUCE_WOOD_STAIRS:3)
Block(-2,-6,-4,LOG)
Block(-2,-6,1,LOG)
Block(-2,-5,-4,LOG)
Block(-2,-5,1,LOG)
Block(-2,-4,-4,LOG)
Block(-2,-4,1,LOG)
Block(-2,-3,-4,LOG)
Block(-2,-3,1,LOG)
Block(-2,-2,-4,LOG)
Block(-2,-2,1,LOG)
Block(-2,-1,-4,LOG)
Block(-2,-1,1,LOG)
Block(-2,0,-4,LOG)
Block(-2,0,-3,WOOD:1)
Block(-2,0,-2,WOOD:1)
Block(-2,0,-1,WOOD:1)
Block(-2,0,0,WOOD:1)
Block(-2,0,1,LOG)
Block(-2,0,2,WOOD:1)
Block(-2,1,-4,LOG)
Block(-2,1,-3,WOOD:1)
Block(-2,1,-2,WOOD:1)
Block(-2,1,-1,WOOD:1)
Block(-2,1,0,WOOD:1)
Block(-2,1,1,LOG)
Block(-2,1,2,FENCE)
Block(-2,2,-4,LOG)
Block(-2,2,-3,WOOD:1)
RandomBlock(-2,2,-2,FLOWER_POT,../../nbt/Misc/FlowerPot1.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot2.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot3.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot81.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot4.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot5.nbt,50,FLOWER_POT,../../nbt/Misc/FlowerPot6.nbt,50)
Block(-2,2,0,WOOD:1)
Block(-2,2,1,LOG)
Block(-2,3,-5,SPRUCE_WOOD_STAIRS:2)
Block(-2,3,-4,WOOD:1)
Block(-2,3,-3,WOOD:1)
Block(-2,3,-2,WOOD:1)
Block(-2,3,-1,WOOD:1)
Block(-2,3,0,WOOD:1)
Block(-2,3,1,WOOD:1)
Block(-2,3,2,SPRUCE_WOOD_STAIRS:3)
Block(-1,0,-4,WOOD:1)
Block(-1,0,-3,WOOD:1)
Block(-1,0,-2,WOOD:1)
Block(-1,0,-1,WOOD:1)
Block(-1,0,0,WOOD:1)
Block(-1,0,1,WOOD:1)
Block(-1,0,2,WOOD:1)
Block(-1,0,3,WOOD:1)
Block(-1,1,-4,WOOD:1)
Block(-1,1,1,WOOD:1)
Block(-1,2,-4,WOOD:1)
Block(-1,2,1,FENCE)
Block(-1,3,-5,SPRUCE_WOOD_STAIRS:2)
Block(-1,3,-4,WOOD:1)
Block(-1,3,-3,WOOD:1)
Block(-1,3,-2,WOOD:1)
Block(-1,3,-1,WOOD:1)
Block(-1,3,0,WOOD:1)
Block(-1,3,1,WOOD:1)
Block(-1,3,2,SPRUCE_WOOD_STAIRS:3)
Block(0,0,-4,WOOD:1)
Block(0,0,-3,WOOD:1)
Block(0,0,-2,WOOD:1)
Block(0,0,-1,WOOD:1)
Block(0,0,0,WOOD:1)
Block(0,1,0,AIR)
Entity(0,1,0,Witch,1,Witch.txt)
Block(0,0,1,WOOD:1)
Block(0,0,2,WOOD:1)
Block(0,0,3,WOOD:1)
Block(0,1,-4,WOOD:1)
RandomBlock(0,1,-3,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/stronghold_crossing.nbt,100)
Block(0,1,1,WOOD:1)
Block(0,2,-4,FENCE)
Block(0,2,1,WOOD:1)
Block(0,3,-5,SPRUCE_WOOD_STAIRS:2)
Block(0,3,-4,WOOD:1)
Block(0,3,-3,WOOD:1)
Block(0,3,-2,WOOD:1)
Block(0,3,-1,WOOD:1)
Block(0,3,0,WOOD:1)
Block(0,3,1,WOOD:1)
Block(0,3,2,SPRUCE_WOOD_STAIRS:3)
Block(1,0,-4,WOOD:1)
Block(1,0,-3,WOOD:1)
Block(1,0,-2,WOOD:1)
Block(1,0,-1,WOOD:1)
Block(1,0,0,WOOD:1)
Block(1,0,1,WOOD:1)
Block(1,0,2,WOOD:1)
Block(1,0,3,WOOD:1)
Block(1,1,-4,WOOD:1)
Block(1,1,-3,CAULDRON:3)
Block(1,2,-4,WOOD:1)
Block(1,3,-5,SPRUCE_WOOD_STAIRS:2)
Block(1,3,-4,WOOD:1)
Block(1,3,-3,WOOD:1)
Block(1,3,-2,WOOD:1)
Block(1,3,-1,WOOD:1)
Block(1,3,0,WOOD:1)
Block(1,3,1,WOOD:1)
Block(1,3,2,SPRUCE_WOOD_STAIRS:3)
Block(2,-6,-4,LOG)
Block(2,-6,1,LOG)
Block(2,-5,-4,LOG)
Block(2,-5,1,LOG)
Block(2,-4,-4,LOG)
Block(2,-4,1,LOG)
Block(2,-3,-4,LOG)
Block(2,-3,1,LOG)
Block(2,-2,-4,LOG)
Block(2,-2,1,LOG)
Block(2,-1,-4,LOG)
Block(2,-1,1,LOG)
Block(2,0,-4,LOG)
Block(2,0,-3,WOOD:1)
Block(2,0,-2,WOOD:1)
Block(2,0,-1,WOOD:1)
Block(2,0,0,WOOD:1)
Block(2,0,1,LOG)
Block(2,0,2,WOOD:1)
Block(2,1,-4,LOG)
Block(2,1,-3,WOOD:1)
Block(2,1,-2,WOOD:1)
Block(2,1,-1,WOOD:1)
Block(2,1,0,WOOD:1)
Block(2,1,1,LOG)
Block(2,1,2,FENCE)
Block(2,2,-4,LOG)
Block(2,2,-3,WOOD:1)
Block(2,2,0,WOOD:1)
Block(2,2,1,LOG)
Block(2,3,-5,SPRUCE_WOOD_STAIRS:2)
Block(2,3,-4,WOOD:1)
Block(2,3,-3,WOOD:1)
Block(2,3,-2,WOOD:1)
Block(2,3,-1,WOOD:1)
Block(2,3,0,WOOD:1)
Block(2,3,1,WOOD:1)
Block(2,3,2,SPRUCE_WOOD_STAIRS:3)
Block(3,3,-5,SPRUCE_WOOD_STAIRS:2)
Block(3,3,-4,SPRUCE_WOOD_STAIRS:1)
Block(3,3,-3,SPRUCE_WOOD_STAIRS:1)
Block(3,3,-2,SPRUCE_WOOD_STAIRS:1)
Block(3,3,-1,SPRUCE_WOOD_STAIRS:1)
Block(3,3,0,SPRUCE_WOOD_STAIRS:1)
Block(3,3,1,SPRUCE_WOOD_STAIRS:1)
Block(3,3,2,SPRUCE_WOOD_STAIRS:3)
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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(0,0,0,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 

#######################################################################
# +-----------------------------------------------------------------+ #
# |                             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.
# WeightedBranch(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
WeightedBranch(0,0,8,VikingShip1,NORTH,33,VikingShip2,NORTH,33,VikingShip3,NORTH,34,100)
