
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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: 0.5

# 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: 52

MaxHeight: 60

# 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(-4,3,1,WOOD_STEP)
Block(-4,3,2,WOOD_STEP)
Block(-4,3,3,WOOD_STAIRS:4)
Block(-4,4,-3,WOOD_STAIRS:4)
Block(-4,4,-2,WOOD_STEP)
Block(-4,4,-1,WOOD_STEP)
Block(-4,4,0,WOOD_STAIRS:4)
Block(-4,4,1,LOG:9)
Block(-4,4,2,LOG:9)
Block(-4,4,3,LOG)
Block(-4,5,-3,LOG)
Block(-4,5,-2,WOOD:5)
Block(-4,5,-1,WOOD:5)
Block(-4,5,0,LOG)
Block(-4,5,3,LOG)
Block(-4,6,-1,FENCE)
Block(-4,6,0,LOG)
Block(-4,7,-1,LOG:9)
Block(-4,7,0,LOG)
Block(-4,8,0,LOG)
Block(-3,0,-4,FENCE)
Block(-3,0,-3,FENCE)
Block(-3,0,1,FENCE)
Block(-3,0,3,FENCE)
Block(-3,1,-4,FENCE)
Block(-3,1,-3,FENCE)
Block(-3,1,1,FENCE)
Block(-3,1,3,FENCE)
Block(-3,2,-4,FENCE)
Block(-3,2,-3,FENCE)
Block(-3,2,1,FENCE)
Block(-3,2,3,FENCE)
Block(-3,3,-4,WOOD_STAIRS:6)
Block(-3,3,-3,FENCE)
Block(-3,3,-2,FENCE)
Block(-3,3,-1,FENCE)
Block(-3,3,0,FENCE)
Block(-3,3,1,FENCE)
Block(-3,3,2,FENCE)
Block(-3,3,3,FENCE)
Block(-3,3,4,WOOD_STAIRS:7)
Block(-3,3,5,WOOD_STEP:9)
Block(-3,4,-4,LOG)
Block(-3,4,-3,FENCE)
Block(-3,4,-2,WOOD_STAIRS:1)
Block(-3,4,-1,WOOD:1)
Block(-3,4,0,FENCE)
Block(-3,4,1,FENCE)
Block(-3,4,2,WOOD:1)
Block(-3,4,3,FENCE)
Block(-3,4,4,LOG)
Block(-3,5,-3,WOOD:5)
Block(-3,5,0,WOOD:5)
Block(-3,5,1,WOOD:1)
Block(-3,5,2,WOOD_STAIRS:5)
Block(-3,5,3,WOOD:5)
Block(-3,6,-3,WOOD:1)
Block(-3,6,0,WOOD:1)
Block(-3,6,3,WOOD:1)
Block(-3,7,-3,WOOD_STAIRS:7)
Block(-3,7,3,WOOD_STAIRS:5)
Block(-2,0,3,FENCE)
Block(-2,1,3,FENCE)
Block(-2,2,3,FENCE)
Block(-2,3,-4,WOOD_STEP)
Block(-2,3,-3,FENCE)
Block(-2,3,-2,WOOD_STEP:1)
Block(-2,3,-1,WOOD:1)
Block(-2,3,0,WOOD:1)
Block(-2,3,1,WOOD:1)
Block(-2,3,2,WOOD:1)
Block(-2,3,3,FENCE)
Block(-2,3,4,WOOD_STEP)
Block(-2,3,5,WOOD_STEP:9)
Block(-2,4,-5,WOOD_STEP:9)
Block(-2,4,-4,WOOD:5)
Block(-2,4,-3,WOOD:1)
Block(-2,4,3,WOOD:1)
Block(-2,4,4,WOOD:5)
Block(-2,5,-4,WOOD:5)
Block(-2,5,-3,WOOD_STAIRS:7)
Block(-2,5,3,WOOD_STEP:9)
Block(-2,5,4,WOOD_STEP)
Block(-2,6,4,WOOD_STEP:1)
Block(-1,3,-4,WOOD_STEP)
Block(-1,3,-3,FENCE)
Block(-1,3,-2,WOOD_STAIRS:0)
Block(-1,3,-1,WOOD:1)
Block(-1,3,1,WOOD:1)
Block(-1,3,2,WOOD:1)
Block(-1,3,3,FENCE)
Block(-1,3,4,WOOD_STEP)
Block(-1,3,5,WOOD_STEP:9)
Block(-1,4,-5,WOOD_STEP:9)
Block(-1,4,-4,WOOD:5)
Block(-1,4,-3,WOOD:1)
Block(-1,4,3,WOOD:1)
Block(-1,4,4,WOOD:5)
Block(-1,5,-4,WOOD:5)
Block(-1,5,-3,WOOD_STAIRS:7)
Block(-1,5,3,WOOD_STEP:9)
Block(-1,5,4,WOOD_STEP)
RandomBlock(-1,6,-3,FLOWER_POT,../../nbt/Misc/FlowerPot1.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot2.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot3.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot81.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot4.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot5.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot6.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot7.nbt,22,FLOWER_POT,../../nbt/Misc/FlowerPot81.nbt,100)
Block(-1,6,4,WOOD_STEP:1)
Block(0,0,-4,FENCE)
Block(0,0,3,FENCE)
Block(0,1,-4,FENCE)
Block(0,1,3,FENCE)
Block(0,2,-4,FENCE)
Block(0,2,3,FENCE)
Block(0,3,-4,FENCE)
Block(0,3,-3,FENCE)
Block(0,3,-2,VINE)
Block(0,3,-1,LOG:9)
Block(0,3,1,LOG:9)
Block(0,3,2,LOG:9)
Block(0,3,3,FENCE)
Block(0,3,4,FENCE)
Block(0,3,5,WOOD_STEP:9)
Block(0,4,-4,WOOD_STAIRS:6)
Block(0,4,-3,FENCE)
Block(0,4,-2,LOG:9)
Block(0,4,2,FENCE)
Block(0,4,3,FENCE)
Block(0,4,4,WOOD:5)
Block(0,5,-4,LOG)
Block(0,5,-3,WOOD:5)
Block(0,5,2,FENCE)
Block(0,5,3,LOG:9)
Block(0,5,4,LOG)
Block(0,6,-4,LOG)
Block(0,6,-3,LOG:9)
Block(0,6,2,FENCE)
Block(0,6,3,FENCE)
Block(0,6,4,LOG)
Block(0,7,-4,WOOD_STEP:1)
Block(0,7,-3,WOOD_STAIRS:5)
Block(0,7,3,WOOD_STEP:9)
Block(0,7,4,LOG)
Block(0,8,4,WOOD_STEP:1)
Block(1,3,-4,WOOD_STEP)
Block(1,3,-3,FENCE)
Block(1,3,-1,WOOD:1)
Block(1,3,3,FENCE)
Block(1,3,4,WOOD_STEP)
Block(1,3,5,WOOD_STEP:9)
Block(1,4,-4,WOOD:5)
Block(1,4,-3,WOOD:1)
Block(1,4,3,WOOD:1)
Block(1,4,4,WOOD:5)
Block(1,5,-5,WOOD_STEP:9)
Block(1,5,-4,WOOD:5)
Block(1,5,-3,WOOD_STEP:9)
RandomBlock(1,5,3,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/abandoned_mineshaft.nbt,30,CHEST,../../nbt/VanillaLoot/stronghold_library.nbt,100)
Block(1,5,4,WOOD:5)
Block(1,6,-4,WOOD_STEP:1)
Block(1,6,3,WOOD_STEP:9)
Block(1,6,4,WOOD_STEP:1)
Block(2,3,-4,WOOD_STEP)
Block(2,3,-3,FENCE)
Block(2,3,-2,WOOD:1)
Block(2,3,-1,WOOD:1)
Block(2,3,1,WOOD:1)
Block(2,3,2,WOOD:1)
Block(2,3,3,FENCE)
Block(2,3,4,WOOD_STEP)
Block(2,3,5,WOOD_STEP:9)
Block(2,4,-4,WOOD:5)
Block(2,4,-3,WOOD:1)
Block(2,4,3,WOOD:1)
Block(2,4,4,WOOD:5)
Block(2,5,-5,WOOD_STEP:9)
Block(2,5,-4,WOOD:5)
Block(2,5,-3,WOOD_STEP:9)
Block(2,5,4,WOOD:5)
Block(2,6,-4,WOOD_STEP:1)
Block(2,6,4,WOOD_STEP:1)
Block(3,0,-3,FENCE)
Block(3,0,3,FENCE)
Block(3,1,-3,FENCE)
Block(3,1,3,FENCE)
Block(3,2,-3,FENCE)
Block(3,2,3,FENCE)
Block(3,3,-3,FENCE)
Block(3,3,3,FENCE)
Block(3,4,-4,WOOD_STAIRS:6)
Block(3,4,-3,WOOD:5)
Block(3,4,-2,FENCE)
Block(3,4,-1,FENCE)
Block(3,4,0,WOOD:5)
Block(3,4,1,FENCE)
Block(3,4,3,FENCE)
Block(3,5,-5,WOOD_STEP:9)
Block(3,5,-4,LOG)
Block(3,5,-3,WOOD:1)
Block(3,5,-2,WOOD:1)
Block(3,5,-1,WOOD:1)
Block(3,5,0,WOOD:1)
Block(3,5,1,WOOD:1)
Block(3,5,2,FENCE)
Block(3,5,3,WOOD:5)
Block(3,5,4,WOOD_STAIRS:7)
Block(3,5,5,WOOD_STEP:9)
Block(3,6,-4,LOG)
Block(3,6,-3,COBBLESTONE_STAIRS:7)
Block(3,6,-2,WOOD_STAIRS:2)
Block(3,6,-1,CAULDRON)
Block(3,6,0,WOOD_STAIRS:7)
Block(3,6,1,WOOD_STEP:9)
Block(3,6,2,WOOD:1)
Block(3,6,3,WOOD:1)
Block(3,6,4,LOG)
Block(3,7,-4,WOOD_STEP:1)
RandomBlock(3,7,-3,FURNACE:2,../../nbt/Misc/Furnace.nbt,30,FURNACE:2,../../nbt/Misc/Furnace2.nbt,30,FURNACE:2,../../nbt/Misc/Furnace3.nbt,100)
Block(3,7,3,WOOD_STAIRS:6)
Block(3,7,4,LOG)
Block(3,8,-4,COBBLE_WALL:1)
Block(3,8,-3,COBBLESTONE)
Block(3,8,4,WOOD_STEP:1)
Block(3,9,-3,MOSSY_COBBLESTONE)
Block(4,0,3,FENCE)
Block(4,1,3,FENCE)
Block(4,2,3,FENCE)
Block(4,4,-4,FENCE)
Block(4,4,-3,WOOD:5)
Block(4,4,-1,WOOD_DOUBLE_STEP)
Block(4,4,0,WOOD_STAIRS:5)
Block(4,4,1,WOOD_DOUBLE_STEP)
Block(4,5,-5,WOOD_STEP:9)
Block(4,5,-4,WOOD_STEP:1)
Block(4,5,-3,LOG)
Block(4,5,-2,WOOD_STEP)
Block(4,5,-1,WOOD:5)
Block(4,5,0,LOG)
Block(4,5,3,WOOD_STAIRS:5)
Block(4,5,4,FENCE)
Block(4,5,5,WOOD_STEP:9)
Block(4,6,-3,LOG)
Block(4,6,-2,WOOD:5)
Block(4,6,-1,FENCE)
Block(4,6,2,WOOD_STEP)
Block(4,6,3,LOG)
Block(4,6,4,WOOD_STEP:1)
Block(4,7,-3,LOG)
Block(4,7,-2,FENCE)
Block(4,7,2,WOOD:5)
Block(4,7,3,LOG)
Block(4,8,-3,LOG:9)
Block(4,8,-2,LOG:9)
Block(4,8,2,FENCE)
Block(4,9,-2,WOOD_STAIRS:2)
Block(5,5,-5,WOOD_STEP:9)
Block(5,5,-3,WOOD_STEP:9)
Block(5,5,5,WOOD_STEP:9)

#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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 \nBlockCheck(0,-1,0,GRASS,GRAVEL,DIRT)

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