
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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: Converted version of the BO2 forestrock3

# 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: 2.0

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

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

# The offset from the spawn height to spawn this BO3
# Ex. SpawnHeight = highestSolidBlock, SpawnHeightOffset = 3; This object will spawn 3 blocks above the highest solid block
SpawnHeightOffset: -3

# A random amount to offset the spawn location from the spawn offset height
# Ex. SpawnHeightOffset = 3, SpawnHeightVariance = 3; This object will spawn 3 to 6 blocks above the original spot it would have spawned
SpawnHeightVariance: 0

##############################
# Height Limits for the BO3. #
##############################

# When in randomY mode used as the minimum Y or in atMinY mode as the actual Y to spawn this BO3 at.
MinHeight: 53

# When in randomY mode used as the maximum Y to spawn this BO3 at.
MaxHeight: 100

######################
# Extrusion settings #
######################

# The style of extrusion you wish to use - BottomDown, TopUp, None (Default)
ExtrudeMode: None

# The blocks to extrude your BO3 through
ExtrudeThroughBlocks: AIR

# 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 write the BO3 name directly in the BiomeConfigs, this will be ignored.
ExcludedBiomes: 


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

# The block(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,LONG_GRASS,LONG_GRASS:1,LONG_GRASS:2,DEAD_BUSH,YELLOW_FLOWER,RED_ROSE,BROWN_MUSHROOM,RED_MUSHROOM

# 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:
# 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.
# MinecraftObject(x,y,z,name)
#  Spawns an object in the Mojang NBT structure format. For example, 
#  MinecraftObject(0,0,0,minecraft:igloo/igloo_bottom)
#  spawns the bottom part of an igloo.
Block(-4,-5,-4,STONE)
Block(-5,-5,-3,STONE)
Block(-4,-5,-3,STONE)
Block(-3,-5,-3,STONE)
Block(-5,-5,-2,STONE)
Block(-4,-5,-2,STONE)
Block(-3,-5,-2,STONE)
Block(-2,-5,-2,STONE)
Block(-4,-5,-1,STONE)
Block(-3,-5,-1,STONE)
Block(-2,-5,-1,STONE)
Block(-1,-5,-1,STONE)
Block(-1,-5,0,STONE)
Block(-4,-4,-5,STONE)
Block(-5,-4,-4,STONE)
Block(-4,-4,-4,STONE)
Block(-3,-4,-4,STONE)
Block(-5,-4,-3,STONE)
Block(-4,-4,-3,STONE)
Block(-3,-4,-3,STONE)
Block(-2,-4,-3,STONE)
Block(-1,-4,-3,STONE)
Block(-5,-4,-2,STONE)
Block(-4,-4,-2,STONE)
Block(-3,-4,-2,STONE)
Block(-2,-4,-2,STONE)
Block(-1,-4,-2,STONE)
Block(0,-4,-2,STONE)
Block(-5,-4,-1,STONE)
Block(-4,-4,-1,STONE)
Block(-3,-4,-1,STONE)
Block(-2,-4,-1,STONE)
Block(-1,-4,-1,STONE)
Block(0,-4,-1,STONE)
Block(1,-4,-1,STONE)
Block(-4,-4,0,STONE)
Block(-3,-4,0,STONE)
Block(-2,-4,0,STONE)
Block(-1,-4,0,STONE)
Block(0,-4,0,STONE)
Block(1,-4,0,STONE)
Block(-3,-4,1,STONE)
Block(-1,-4,1,STONE)
Block(0,-4,1,STONE)
Block(-4,-3,-5,STONE)
Block(-3,-3,-5,STONE)
Block(-4,-3,-4,STONE)
Block(-3,-3,-4,STONE)
Block(-2,-3,-4,STONE)
Block(-5,-3,-3,STONE)
Block(-4,-3,-3,STONE)
Block(-3,-3,-3,STONE)
Block(-2,-3,-3,STONE)
Block(-1,-3,-3,STONE)
Block(0,-3,-3,STONE)
Block(-5,-3,-2,STONE)
Block(-4,-3,-2,STONE)
Block(-3,-3,-2,STONE)
Block(-2,-3,-2,STONE)
Block(-1,-3,-2,STONE)
Block(0,-3,-2,STONE)
Block(-5,-3,-1,STONE)
Block(-4,-3,-1,STONE)
Block(-3,-3,-1,STONE)
Block(-2,-3,-1,STONE)
Block(-1,-3,-1,STONE)
Block(0,-3,-1,STONE)
Block(1,-3,-1,STONE)
Block(-4,-3,0,STONE)
Block(-3,-3,0,STONE)
Block(-2,-3,0,STONE)
Block(-1,-3,0,STONE)
Block(0,-3,0,STONE)
Block(1,-3,0,STONE)
Block(2,-3,0,STONE)
Block(-4,-3,1,STONE)
Block(-3,-3,1,STONE)
Block(-2,-3,1,STONE)
Block(-1,-3,1,STONE)
Block(0,-3,1,STONE)
Block(1,-3,1,STONE)
Block(-1,-3,2,STONE)
Block(0,-3,2,STONE)
Block(-3,-2,-5,STONE)
Block(-4,-2,-4,STONE)
Block(-3,-2,-4,STONE)
Block(-2,-2,-4,STONE)
Block(-1,-2,-4,STONE)
Block(-4,-2,-3,STONE)
Block(-3,-2,-3,STONE)
Block(-2,-2,-3,STONE)
Block(-1,-2,-3,STONE)
Block(0,-2,-3,STONE)
Block(-5,-2,-2,STONE)
Block(-4,-2,-2,STONE)
Block(-3,-2,-2,STONE)
Block(-2,-2,-2,STONE)
Block(-1,-2,-2,STONE)
Block(0,-2,-2,STONE)
Block(1,-2,-2,STONE)
Block(-5,-2,-1,STONE)
Block(-4,-2,-1,STONE)
Block(-3,-2,-1,STONE)
Block(-2,-2,-1,STONE)
Block(-1,-2,-1,STONE)
Block(0,-2,-1,STONE)
Block(1,-2,-1,STONE)
Block(-5,-2,0,STONE)
Block(-4,-2,0,STONE)
Block(-3,-2,0,STONE)
Block(-2,-2,0,STONE)
Block(-1,-2,0,STONE)
Block(0,-2,0,STONE)
Block(1,-2,0,STONE)
Block(2,-2,0,STONE)
Block(-4,-2,1,STONE)
Block(-3,-2,1,STONE)
Block(-2,-2,1,STONE)
Block(-1,-2,1,STONE)
Block(0,-2,1,STONE)
Block(1,-2,1,STONE)
Block(2,-2,1,STONE)
Block(-3,-2,2,STONE)
Block(-2,-2,2,STONE)
Block(-1,-2,2,STONE)
Block(0,-2,2,STONE)
Block(1,-2,2,STONE)
Block(-1,-2,3,STONE)
Block(-3,-1,-4,STONE)
Block(-2,-1,-4,STONE)
Block(-1,-1,-4,STONE)
Block(0,-1,-4,STONE)
Block(-3,-1,-3,STONE)
Block(-2,-1,-3,STONE)
Block(-1,-1,-3,STONE)
Block(0,-1,-3,STONE)
Block(-4,-1,-2,STONE)
Block(-3,-1,-2,STONE)
Block(-2,-1,-2,STONE)
Block(-1,-1,-2,STONE)
Block(0,-1,-2,STONE)
Block(1,-1,-2,STONE)
Block(-4,-1,-1,STONE)
Block(-3,-1,-1,STONE)
Block(-2,-1,-1,STONE)
Block(0,-1,-1,STONE)
Block(1,-1,-1,STONE)
Block(2,-1,-1,STONE)
Block(-4,-1,0,STONE)
Block(-3,-1,0,STONE)
Block(-2,-1,0,STONE)
Block(-1,-1,0,STONE)
Block(0,-1,0,STONE)
Block(1,-1,0,STONE)
Block(2,-1,0,STONE)
Block(3,-1,0,STONE)
Block(-4,-1,1,STONE)
Block(-3,-1,1,STONE)
Block(-2,-1,1,STONE)
Block(-1,-1,1,STONE)
Block(0,-1,1,STONE)
Block(1,-1,1,STONE)
Block(2,-1,1,STONE)
Block(3,-1,1,STONE)
Block(-3,-1,2,STONE)
Block(-2,-1,2,STONE)
Block(-1,-1,2,STONE)
Block(0,-1,2,STONE)
Block(1,-1,2,STONE)
Block(2,-1,2,STONE)
Block(-2,-1,3,STONE)
Block(-1,-1,3,STONE)
Block(0,-1,3,STONE)
Block(-1,-1,-1,STONE)
Block(-2,0,-3,STONE)
Block(-1,0,-3,GRAVEL)
Block(0,0,-3,STONE)
Block(-3,0,-2,GRAVEL)
Block(-2,0,-2,GRASS)
Block(0,0,-2,STONE)
Block(1,0,-2,STONE)
Block(-3,0,-1,STONE)
Block(-2,0,-1,STONE)
Block(-1,0,-1,STONE)
Block(0,0,-1,STONE)
Block(1,0,-1,STONE)
Block(2,0,-1,STONE)
Block(-3,0,0,GRASS)
Block(-2,0,0,STONE)
Block(-1,0,0,STONE)
Block(0,0,0,STONE)
Block(1,0,0,STONE)
Block(2,0,0,STONE)
Block(3,0,0,STONE)
Block(-3,0,1,STONE)
Block(-2,0,1,STONE)
Block(-1,0,1,STONE)
Block(0,0,1,STONE)
Block(1,0,1,STONE)
Block(2,0,1,STONE)
Block(3,0,1,STONE)
Block(-2,0,2,STONE)
Block(-1,0,2,STONE)
Block(0,0,2,STONE)
Block(1,0,2,STONE)
Block(2,0,2,STONE)
Block(-2,0,3,GRAVEL)
Block(-1,0,3,STONE)
Block(0,0,3,STONE)
Block(1,0,3,STONE)
Block(-1,1,-2,STONE)
Block(0,1,-2,GRAVEL)
Block(1,1,-2,STONE)
Block(-2,1,-1,STONE)
Block(-1,1,-1,GRASS)
Block(0,1,-1,STONE)
Block(1,1,-1,STONE)
Block(2,1,-1,STONE)
Block(-2,1,0,GRASS)
Block(-1,1,0,STONE)
Block(0,1,0,STONE)
Block(1,1,0,STONE)
Block(2,1,0,STONE)
Block(3,1,0,STONE)
Block(-2,1,1,GRAVEL)
Block(-1,1,1,STONE)
Block(0,1,1,STONE)
Block(1,1,1,STONE)
Block(2,1,1,STONE)
Block(3,1,1,STONE)
Block(-2,1,2,GRAVEL)
Block(-1,1,2,STONE)
Block(0,1,2,STONE)
Block(1,1,2,STONE)
Block(2,1,2,STONE)
Block(3,1,2,STONE)
Block(-1,1,3,GRAVEL)
Block(0,1,3,STONE)
Block(1,1,3,STONE)
Block(2,1,3,STONE)
Block(0,2,-1,STONE)
Block(1,2,-1,STONE)
Block(2,2,-1,STONE)
Block(3,2,-1,GRAVEL)
Block(-1,2,0,STONE)
Block(0,2,0,STONE)
Block(1,2,0,STONE)
Block(2,2,0,STONE)
Block(3,2,0,STONE)
Block(4,2,0,GRAVEL)
Block(-1,2,1,STONE)
Block(0,2,1,STONE)
Block(1,2,1,STONE)
Block(2,2,1,STONE)
Block(3,2,1,STONE)
Block(4,2,1,STONE)
Block(-1,2,2,GRAVEL)
Block(0,2,2,STONE)
Block(1,2,2,STONE)
Block(2,2,2,STONE)
Block(3,2,2,STONE)
Block(0,2,3,STONE)
Block(1,2,3,STONE)
Block(2,2,3,STONE)
Block(3,2,3,STONE)
Block(1,2,4,STONE)
Block(2,2,4,STONE)
Block(3,3,-1,STONE)
Block(1,3,0,STONE)
Block(2,3,0,STONE)
Block(3,3,0,STONE)
Block(4,3,0,GRAVEL)
Block(1,3,1,GRAVEL)
Block(2,3,1,STONE)
Block(3,3,1,STONE)
Block(4,3,1,STONE)
Block(5,3,1,STONE)
Block(0,3,2,STONE)
Block(1,3,2,STONE)
Block(2,3,2,GRAVEL)
Block(3,3,2,STONE)
Block(4,3,2,STONE)
Block(5,3,2,STONE)
Block(2,3,3,STONE)
Block(3,3,3,STONE)
Block(4,3,3,STONE)
Block(2,3,4,STONE)
Block(3,3,4,STONE)
Block(2,4,1,STONE)
Block(3,4,1,STONE)
Block(4,4,1,GRAVEL)
Block(3,4,2,STONE)
Block(4,4,2,GRASS)
Block(5,4,2,STONE)
Block(3,4,3,STONE)
Block(4,4,3,STONE)
Block(5,4,3,STONE)

#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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,-1,0,GRASS,DIRT,SAND,MYCELIUM,STONE)

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