
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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: false

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

# The height limits for the BO3.
MinHeight: 52

MaxHeight: 256

# 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(-8,-5,4,MOSSY_COBBLESTONE)
Block(-8,-4,4,COBBLESTONE)
Block(-8,-3,4,COBBLESTONE)
Block(-8,-2,4,COBBLESTONE)
Block(-8,-1,4,COBBLESTONE)
Block(-8,0,4,COBBLESTONE_STAIRS:0)
Block(-7,-5,3,MOSSY_COBBLESTONE)
Block(-7,-5,4,MOSSY_COBBLESTONE)
Block(-7,-5,5,COBBLESTONE)
Block(-7,-5,6,COBBLESTONE)
Block(-7,-4,3,COBBLESTONE)
Block(-7,-4,4,COBBLESTONE)
Block(-7,-4,5,COBBLESTONE)
Block(-7,-4,6,MOSSY_COBBLESTONE)
Block(-7,-3,3,COBBLESTONE)
Block(-7,-3,4,MOSSY_COBBLESTONE)
Block(-7,-3,5,COBBLESTONE)
Block(-7,-3,6,COBBLESTONE)
Block(-7,-2,3,MOSSY_COBBLESTONE)
Block(-7,-2,4,COBBLESTONE)
Block(-7,-2,5,COBBLESTONE)
Block(-7,-2,6,COBBLESTONE)
Block(-7,-1,3,MOSSY_COBBLESTONE)
Block(-7,-1,4,COBBLESTONE)
Block(-7,-1,5,COBBLESTONE)
Block(-7,-1,6,MOSSY_COBBLESTONE)
Block(-7,0,3,COBBLESTONE)
Block(-7,0,4,MOSSY_COBBLESTONE)
Block(-7,0,5,COBBLESTONE)
Block(-7,0,6,MOSSY_COBBLESTONE)
Block(-6,-5,3,COBBLESTONE)
Block(-6,-5,4,DIRT)
Block(-6,-5,5,DIRT)
Block(-6,-5,6,MOSSY_COBBLESTONE)
Block(-6,-4,3,COBBLESTONE)
Block(-6,-4,4,DIRT)
Block(-6,-4,5,DIRT)
Block(-6,-4,6,MOSSY_COBBLESTONE)
Block(-6,-3,3,COBBLESTONE)
Block(-6,-3,4,DIRT)
Block(-6,-3,5,DIRT)
Block(-6,-3,6,MOSSY_COBBLESTONE)
Block(-6,-2,3,COBBLESTONE)
Block(-6,-2,4,DIRT)
Block(-6,-2,5,DIRT)
Block(-6,-2,6,MOSSY_COBBLESTONE)
Block(-6,-1,3,MOSSY_COBBLESTONE)
Block(-6,-1,4,DIRT)
Block(-6,-1,5,DIRT)
Block(-6,-1,6,MOSSY_COBBLESTONE)
Block(-6,0,3,COBBLESTONE)
Block(-6,0,4,GRASS)
Block(-6,0,5,GRASS)
Block(-6,0,6,MOSSY_COBBLESTONE)
Block(-5,-5,3,MOSSY_COBBLESTONE)
Block(-5,-5,4,DIRT)
Block(-5,-5,5,DIRT)
Block(-5,-5,6,COBBLESTONE)
Block(-5,-4,3,MOSSY_COBBLESTONE)
Block(-5,-4,4,DIRT)
Block(-5,-4,5,DIRT)
Block(-5,-4,6,COBBLESTONE)
Block(-5,-3,3,MOSSY_COBBLESTONE)
Block(-5,-3,4,DIRT)
Block(-5,-3,5,DIRT)
Block(-5,-3,6,COBBLESTONE)
Block(-5,-2,3,COBBLESTONE)
Block(-5,-2,4,DIRT)
Block(-5,-2,5,DIRT)
Block(-5,-2,6,COBBLESTONE)
Block(-5,-1,3,COBBLESTONE)
Block(-5,-1,4,DIRT)
Block(-5,-1,5,DIRT)
Block(-5,-1,6,COBBLESTONE)
Block(-5,0,3,COBBLESTONE)
Block(-5,0,4,GRASS)
Block(-5,0,5,GRASS)
Block(-5,0,6,COBBLESTONE)
Block(-4,-5,3,MOSSY_COBBLESTONE)
Block(-4,-5,4,DIRT)
Block(-4,-5,5,DIRT)
Block(-4,-5,6,MOSSY_COBBLESTONE)
Block(-4,-4,3,MOSSY_COBBLESTONE)
Block(-4,-4,4,DIRT)
Block(-4,-4,5,DIRT)
Block(-4,-4,6,COBBLESTONE)
Block(-4,-3,3,MOSSY_COBBLESTONE)
Block(-4,-3,4,DIRT)
Block(-4,-3,5,DIRT)
Block(-4,-3,6,MOSSY_COBBLESTONE)
Block(-4,-2,3,COBBLESTONE)
Block(-4,-2,4,DIRT)
Block(-4,-2,5,DIRT)
Block(-4,-2,6,COBBLESTONE)
Block(-4,-1,3,MOSSY_COBBLESTONE)
Block(-4,-1,4,DIRT)
Block(-4,-1,5,DIRT)
Block(-4,-1,6,MOSSY_COBBLESTONE)
Block(-4,0,3,COBBLESTONE)
Block(-4,0,4,GRASS)
Block(-4,0,5,GRASS)
Block(-4,0,6,COBBLESTONE)
Block(-3,-5,3,MOSSY_COBBLESTONE)
Block(-3,-5,4,COBBLESTONE)
Block(-3,-5,5,COBBLESTONE)
Block(-3,-5,6,COBBLESTONE)
Block(-3,-4,3,COBBLESTONE)
Block(-3,-4,4,COBBLESTONE)
Block(-3,-4,5,MOSSY_COBBLESTONE)
Block(-3,-4,6,COBBLESTONE)
Block(-3,-3,3,COBBLESTONE)
Block(-3,-3,4,COBBLESTONE)
Block(-3,-3,5,COBBLESTONE)
Block(-3,-3,6,COBBLESTONE)
Block(-3,-2,3,COBBLESTONE)
Block(-3,-2,4,COBBLESTONE)
Block(-3,-2,5,COBBLESTONE)
Block(-3,-2,6,COBBLESTONE)
Block(-3,-1,3,COBBLESTONE)
Block(-3,-1,4,COBBLESTONE)
Block(-3,-1,5,MOSSY_COBBLESTONE)
Block(-3,-1,6,COBBLESTONE)
Block(-3,0,3,COBBLESTONE)
Block(-3,0,4,COBBLESTONE)
Block(-3,0,5,MOSSY_COBBLESTONE)
Block(-3,0,6,MOSSY_COBBLESTONE)
Block(-2,-5,0,COBBLESTONE)
Block(-2,-5,1,MOSSY_COBBLESTONE)
Block(-2,-5,2,COBBLESTONE)
Block(-2,-5,3,COBBLESTONE)
Block(-2,-5,4,COBBLESTONE)
Block(-2,-5,5,MOSSY_COBBLESTONE)
Block(-2,-5,6,COBBLESTONE)
Block(-2,-4,0,COBBLESTONE)
Block(-2,-4,1,MOSSY_COBBLESTONE)
Block(-2,-4,2,MOSSY_COBBLESTONE)
Block(-2,-4,3,COBBLESTONE)
Block(-2,-4,4,MOSSY_COBBLESTONE)
Block(-2,-4,5,COBBLESTONE)
Block(-2,-4,6,COBBLESTONE)
Block(-2,-3,0,COBBLESTONE)
Block(-2,-3,1,COBBLESTONE)
Block(-2,-3,2,COBBLESTONE)
Block(-2,-3,3,COBBLESTONE)
Block(-2,-3,4,COBBLESTONE)
Block(-2,-3,5,COBBLESTONE)
Block(-2,-3,6,COBBLESTONE)
Block(-2,-2,0,COBBLESTONE)
Block(-2,-2,1,MOSSY_COBBLESTONE)
Block(-2,-2,2,COBBLESTONE)
Block(-2,-2,3,MOSSY_COBBLESTONE)
Block(-2,-2,4,MOSSY_COBBLESTONE)
Block(-2,-2,5,COBBLESTONE)
Block(-2,-2,6,COBBLESTONE)
Block(-2,-1,0,MOSSY_COBBLESTONE)
Block(-2,-1,1,MOSSY_COBBLESTONE)
Block(-2,-1,2,COBBLESTONE)
Block(-2,-1,3,COBBLESTONE)
Block(-2,-1,4,MOSSY_COBBLESTONE)
Block(-2,-1,5,COBBLESTONE)
Block(-2,-1,6,MOSSY_COBBLESTONE)
Block(-2,0,0,COBBLESTONE)
Block(-2,0,1,MOSSY_COBBLESTONE)
Block(-2,0,2,COBBLESTONE)
Block(-2,0,3,COBBLESTONE)
Block(-2,0,4,COBBLESTONE)
Block(-2,0,5,COBBLESTONE)
Block(-2,0,6,MOSSY_COBBLESTONE)
Block(-2,1,0,MOSSY_COBBLESTONE)
Block(-2,1,1,COBBLESTONE)
Block(-2,1,2,MOSSY_COBBLESTONE)
Block(-2,1,3,MOSSY_COBBLESTONE)
Block(-2,1,4,MOSSY_COBBLESTONE)
Block(-2,1,5,COBBLESTONE)
Block(-2,1,6,COBBLESTONE)
Block(-2,2,0,COBBLESTONE)
Block(-2,2,2,MOSSY_COBBLESTONE)
Block(-2,2,3,COBBLESTONE)
Block(-2,2,4,COBBLESTONE)
Block(-2,2,5,COBBLESTONE)
Block(-2,2,6,MOSSY_COBBLESTONE)
Block(-2,3,0,COBBLESTONE)
Block(-2,3,2,MOSSY_COBBLESTONE)
Block(-2,3,3,COBBLESTONE)
Block(-2,3,4,COBBLESTONE)
Block(-2,3,6,COBBLESTONE)
Block(-2,4,-1,COBBLESTONE)
Block(-2,4,0,COBBLESTONE)
Block(-2,4,1,COBBLESTONE)
Block(-2,4,2,MOSSY_COBBLESTONE)
Block(-2,4,3,COBBLESTONE)
Block(-2,4,4,COBBLESTONE)
Block(-2,4,5,MOSSY_COBBLESTONE)
Block(-2,4,6,COBBLESTONE)
Block(-2,5,0,COBBLESTONE)
Block(-2,5,1,COBBLESTONE)
Block(-2,5,2,COBBLESTONE)
Block(-2,6,0,COBBLESTONE)
Block(-2,6,2,COBBLESTONE)
Block(-2,7,0,COBBLESTONE)
Block(-2,8,0,MOSSY_COBBLESTONE)
Block(-2,8,1,MOSSY_COBBLESTONE)
Block(-2,9,0,COBBLESTONE)
Block(-2,10,0,COBBLESTONE)
Block(-2,10,1,COBBLESTONE)
Block(-2,11,1,COBBLESTONE)
Block(-1,-5,-1,COBBLESTONE)
Block(-1,-5,0,COBBLESTONE)
Block(-1,-5,1,COBBLESTONE)
Block(-1,-5,2,COBBLESTONE)
Block(-1,-5,3,COBBLESTONE)
Block(-1,-5,4,MOSSY_COBBLESTONE)
Block(-1,-5,5,MOSSY_COBBLESTONE)
Block(-1,-5,6,MOSSY_COBBLESTONE)
Block(-1,-5,7,MOSSY_COBBLESTONE)
Block(-1,-4,-1,COBBLESTONE)
Block(-1,-4,0,COBBLESTONE)
Block(-1,-4,1,MOSSY_COBBLESTONE)
Block(-1,-4,2,MOSSY_COBBLESTONE)
Block(-1,-4,3,COBBLESTONE)
Block(-1,-4,4,COBBLESTONE)
Block(-1,-4,5,COBBLESTONE)
Block(-1,-4,6,MOSSY_COBBLESTONE)
Block(-1,-4,7,COBBLESTONE)
Block(-1,-3,-1,MOSSY_COBBLESTONE)
Block(-1,-3,0,MOSSY_COBBLESTONE)
Block(-1,-3,1,COBBLESTONE)
Block(-1,-3,2,COBBLESTONE)
Block(-1,-3,3,MOSSY_COBBLESTONE)
Block(-1,-3,4,MOSSY_COBBLESTONE)
Block(-1,-3,5,COBBLESTONE)
Block(-1,-3,6,COBBLESTONE)
Block(-1,-3,7,MOSSY_COBBLESTONE)
Block(-1,-2,-1,COBBLESTONE)
Block(-1,-2,0,COBBLESTONE)
Block(-1,-2,1,MOSSY_COBBLESTONE)
Block(-1,-2,2,COBBLESTONE)
Block(-1,-2,3,MOSSY_COBBLESTONE)
Block(-1,-2,4,MOSSY_COBBLESTONE)
Block(-1,-2,5,MOSSY_COBBLESTONE)
Block(-1,-2,6,COBBLESTONE)
Block(-1,-2,7,COBBLESTONE)
Block(-1,-1,-1,COBBLESTONE)
Block(-1,-1,0,COBBLESTONE)
Block(-1,-1,1,MOSSY_COBBLESTONE)
Block(-1,-1,2,COBBLESTONE)
Block(-1,-1,3,MOSSY_COBBLESTONE)
Block(-1,-1,4,MOSSY_COBBLESTONE)
Block(-1,-1,5,COBBLESTONE)
Block(-1,-1,6,MOSSY_COBBLESTONE)
Block(-1,-1,7,COBBLESTONE)
Block(-1,0,-1,MOSSY_COBBLESTONE)
Block(-1,0,0,COBBLESTONE)
Block(-1,0,1,COBBLESTONE)
Block(-1,0,2,MOSSY_COBBLESTONE)
Block(-1,0,3,COBBLESTONE)
Block(-1,0,4,COBBLESTONE)
Block(-1,0,5,COBBLESTONE)
Block(-1,0,6,COBBLESTONE)
Block(-1,0,7,COBBLESTONE)
Block(-1,1,-1,COBBLESTONE)
Block(-1,1,4,COBBLESTONE_STAIRS:2)
Block(-1,1,5,MOSSY_COBBLESTONE)
Block(-1,1,6,COBBLESTONE)
Block(-1,1,7,MOSSY_COBBLESTONE)
Block(-1,2,-1,COBBLESTONE)
Block(-1,2,6,COBBLESTONE_STAIRS:1)
Block(-1,3,-1,COBBLESTONE)
Block(-1,4,-1,MOSSY_COBBLESTONE)
Block(-1,4,0,MOSSY_COBBLESTONE)
Block(-1,4,1,MOSSY_COBBLESTONE)
Block(-1,4,2,COBBLESTONE)
Block(-1,4,3,COBBLESTONE)
Block(-1,5,-1,COBBLESTONE)
Block(-1,5,3,COBBLESTONE)
Block(-1,5,4,COBBLESTONE)
Block(-1,5,5,COBBLESTONE)
Block(-1,5,6,COBBLESTONE)
Block(-1,6,-1,MOSSY_COBBLESTONE)
Block(-1,6,3,COBBLESTONE)
Block(-1,7,3,MOSSY_COBBLESTONE)
Block(-1,8,3,COBBLESTONE)
Block(-1,9,-1,COBBLESTONE)
Block(-1,9,2,MOSSY_COBBLESTONE)
Block(-1,9,3,COBBLESTONE)
Block(-1,10,-1,COBBLESTONE)
Block(-1,10,3,MOSSY_COBBLESTONE)
Block(0,-5,-2,MOSSY_COBBLESTONE)
Block(0,-5,-1,COBBLESTONE)
Block(0,-5,0,COBBLESTONE)
Block(0,-5,1,MOSSY_COBBLESTONE)
Block(0,-5,2,MOSSY_COBBLESTONE)
Block(0,-5,3,COBBLESTONE)
Block(0,-5,4,MOSSY_COBBLESTONE)
Block(0,-5,5,COBBLESTONE)
Block(0,-5,6,COBBLESTONE)
Block(0,-5,7,COBBLESTONE)
Block(0,-4,-2,COBBLESTONE)
Block(0,-4,-1,MOSSY_COBBLESTONE)
Block(0,-4,0,COBBLESTONE)
Block(0,-4,1,COBBLESTONE)
Block(0,-4,2,COBBLESTONE)
Block(0,-4,3,COBBLESTONE)
Block(0,-4,4,COBBLESTONE)
Block(0,-4,5,COBBLESTONE)
Block(0,-4,6,COBBLESTONE)
Block(0,-4,7,MOSSY_COBBLESTONE)
Block(0,-3,-2,COBBLESTONE)
Block(0,-3,-1,COBBLESTONE)
Block(0,-3,0,COBBLESTONE)
Block(0,-3,1,MOSSY_COBBLESTONE)
Block(0,-3,2,MOSSY_COBBLESTONE)
Block(0,-3,3,COBBLESTONE)
Block(0,-3,4,COBBLESTONE)
Block(0,-3,5,COBBLESTONE)
Block(0,-3,6,COBBLESTONE)
Block(0,-3,7,COBBLESTONE)
Block(0,-2,-2,COBBLESTONE)
Block(0,-2,-1,MOSSY_COBBLESTONE)
Block(0,-2,0,COBBLESTONE)
Block(0,-2,1,COBBLESTONE)
Block(0,-2,2,COBBLESTONE)
Block(0,-2,3,COBBLESTONE)
Block(0,-2,4,MOSSY_COBBLESTONE)
Block(0,-2,5,COBBLESTONE)
Block(0,-2,6,COBBLESTONE)
Block(0,-2,7,MOSSY_COBBLESTONE)
Block(0,-1,-2,COBBLESTONE)
Block(0,-1,-1,COBBLESTONE)
Block(0,-1,0,MOSSY_COBBLESTONE)
Block(0,-1,1,COBBLESTONE)
Block(0,-1,2,MOSSY_COBBLESTONE)
Block(0,-1,3,COBBLESTONE)
Block(0,-1,4,COBBLESTONE)
Block(0,-1,5,COBBLESTONE)
Block(0,-1,6,COBBLESTONE)
Block(0,-1,7,COBBLESTONE)
Block(0,0,-2,COBBLESTONE_STAIRS:2)
Block(0,0,-1,MOSSY_COBBLESTONE)
Block(0,0,0,COBBLESTONE)
Block(0,0,1,MOSSY_COBBLESTONE)
Block(0,0,2,MOSSY_COBBLESTONE)
Block(0,0,3,COBBLESTONE)
Block(0,0,4,COBBLESTONE)
Block(0,0,5,COBBLESTONE)
Block(0,0,6,COBBLESTONE)
Block(0,0,7,COBBLESTONE)
Block(0,1,5,COBBLESTONE_STAIRS:2)
Block(0,1,6,COBBLESTONE)
Block(0,1,7,COBBLESTONE)
Block(0,2,7,MOSSY_COBBLESTONE)
Block(0,3,-1,COBBLESTONE)
Block(0,4,-1,COBBLESTONE)
Block(0,4,0,COBBLESTONE)
Block(0,4,1,MOSSY_COBBLESTONE)
Block(0,4,2,MOSSY_COBBLESTONE)
Block(0,4,3,COBBLESTONE)
Block(0,5,-1,COBBLESTONE)
Block(0,5,3,MOSSY_COBBLESTONE)
Block(0,5,4,COBBLESTONE)
Block(0,5,5,MOSSY_COBBLESTONE)
Block(0,5,6,COBBLESTONE)
Block(0,8,3,COBBLESTONE)
Block(0,9,0,COBBLESTONE)
Block(0,9,1,COBBLESTONE)
Block(0,9,2,COBBLESTONE)
Block(0,9,3,MOSSY_COBBLESTONE)
Block(0,10,-1,COBBLESTONE)
Block(0,10,3,COBBLESTONE)
Block(0,11,3,COBBLESTONE)
Block(1,-5,-1,COBBLESTONE)
Block(1,-5,0,COBBLESTONE)
Block(1,-5,1,COBBLESTONE)
Block(1,-5,2,COBBLESTONE)
Block(1,-5,3,COBBLESTONE)
Block(1,-5,4,MOSSY_COBBLESTONE)
Block(1,-5,5,COBBLESTONE)
Block(1,-5,6,COBBLESTONE)
Block(1,-5,7,MOSSY_COBBLESTONE)
Block(1,-4,-1,COBBLESTONE)
Block(1,-4,0,COBBLESTONE)
Block(1,-4,1,COBBLESTONE)
Block(1,-4,2,COBBLESTONE)
Block(1,-4,3,COBBLESTONE)
Block(1,-4,4,MOSSY_COBBLESTONE)
Block(1,-4,5,COBBLESTONE)
Block(1,-4,6,COBBLESTONE)
Block(1,-4,7,COBBLESTONE)
Block(1,-3,-1,MOSSY_COBBLESTONE)
Block(1,-3,0,COBBLESTONE)
Block(1,-3,1,COBBLESTONE)
Block(1,-3,2,COBBLESTONE)
Block(1,-3,3,COBBLESTONE)
Block(1,-3,4,MOSSY_COBBLESTONE)
Block(1,-3,5,MOSSY_COBBLESTONE)
Block(1,-3,6,COBBLESTONE)
Block(1,-3,7,COBBLESTONE)
Block(1,-2,-1,COBBLESTONE)
Block(1,-2,0,COBBLESTONE)
Block(1,-2,1,MOSSY_COBBLESTONE)
Block(1,-2,2,COBBLESTONE)
Block(1,-2,3,COBBLESTONE)
Block(1,-2,4,MOSSY_COBBLESTONE)
Block(1,-2,5,COBBLESTONE)
Block(1,-2,6,COBBLESTONE)
Block(1,-2,7,COBBLESTONE)
Block(1,-1,-1,COBBLESTONE)
Block(1,-1,0,MOSSY_COBBLESTONE)
Block(1,-1,1,COBBLESTONE)
Block(1,-1,2,COBBLESTONE)
Block(1,-1,3,MOSSY_COBBLESTONE)
Block(1,-1,4,COBBLESTONE)
Block(1,-1,5,COBBLESTONE)
Block(1,-1,6,MOSSY_COBBLESTONE)
Block(1,-1,7,MOSSY_COBBLESTONE)
Block(1,0,-1,COBBLESTONE)
Block(1,0,0,MOSSY_COBBLESTONE)
Block(1,0,1,MOSSY_COBBLESTONE)
Block(1,0,2,COBBLESTONE)
Block(1,0,3,COBBLESTONE)
Block(1,0,4,MOSSY_COBBLESTONE)
Block(1,0,5,MOSSY_COBBLESTONE)
Block(1,0,6,COBBLESTONE)
Block(1,0,7,MOSSY_COBBLESTONE)
Block(1,1,-1,COBBLESTONE)
Block(1,1,4,COBBLESTONE_STAIRS:2)
Block(1,1,5,COBBLESTONE)
Block(1,1,6,COBBLESTONE)
Block(1,1,7,COBBLESTONE)
Block(1,2,-1,COBBLESTONE)
Block(1,2,6,COBBLESTONE_STAIRS:0)
Block(1,2,7,COBBLESTONE)
Block(1,3,-1,COBBLESTONE)
Block(1,3,7,COBBLESTONE)
Block(1,4,-1,COBBLESTONE)
Block(1,4,0,COBBLESTONE)
Block(1,4,1,MOSSY_COBBLESTONE)
Block(1,4,3,MOSSY_COBBLESTONE)
Block(1,4,7,COBBLESTONE)
Block(1,5,-1,COBBLESTONE)
Block(1,5,3,COBBLESTONE)
Block(1,5,4,COBBLESTONE)
Block(1,5,5,MOSSY_COBBLESTONE)
Block(1,5,6,COBBLESTONE)
Block(1,6,-1,MOSSY_COBBLESTONE)
Block(1,6,3,COBBLESTONE)
Block(1,7,-1,COBBLESTONE)
Block(1,7,3,COBBLESTONE)
Block(1,8,3,COBBLESTONE)
Block(1,9,0,COBBLESTONE)
Block(1,9,1,COBBLESTONE)
Block(1,9,3,MOSSY_COBBLESTONE)
Block(1,10,-1,COBBLESTONE)
RandomBlock(1,10,0,CHEST,../../nbt/VanillaLoot/village_blacksmith.nbt,50,CHEST,../../nbt/VanillaLoot/abandoned_mineshaft.nbt,30,CHEST,../../nbt/VanillaLoot/stronghold_corridor.nbt,100)
Block(1,10,3,MOSSY_COBBLESTONE)
Block(2,-5,3,COBBLESTONE)
Block(2,-5,4,MOSSY_COBBLESTONE)
Block(2,-5,5,COBBLESTONE)
Block(2,-5,6,COBBLESTONE)
Block(2,-4,3,COBBLESTONE)
Block(2,-4,4,COBBLESTONE)
Block(2,-4,5,MOSSY_COBBLESTONE)
Block(2,-4,6,COBBLESTONE)
Block(2,-3,3,MOSSY_COBBLESTONE)
Block(2,-3,4,COBBLESTONE)
Block(2,-3,5,MOSSY_COBBLESTONE)
Block(2,-3,6,COBBLESTONE)
Block(2,-2,3,MOSSY_COBBLESTONE)
Block(2,-2,4,COBBLESTONE)
Block(2,-2,5,COBBLESTONE)
Block(2,-2,6,COBBLESTONE)
Block(2,-1,3,MOSSY_COBBLESTONE)
Block(2,-1,4,COBBLESTONE)
Block(2,-1,5,MOSSY_COBBLESTONE)
Block(2,-1,6,COBBLESTONE)
Block(2,0,3,MOSSY_COBBLESTONE)
Block(2,0,4,MOSSY_COBBLESTONE)
Block(2,0,5,MOSSY_COBBLESTONE)
Block(2,0,6,COBBLESTONE)
Block(2,1,3,MOSSY_COBBLESTONE)
Block(2,1,4,COBBLESTONE)
Block(2,1,5,MOSSY_COBBLESTONE)
Block(2,1,6,COBBLESTONE)
Block(2,2,2,COBBLESTONE)
Block(2,2,3,MOSSY_COBBLESTONE)
Block(2,2,4,COBBLESTONE)
Block(2,2,5,COBBLESTONE)
Block(2,2,6,COBBLESTONE)
Block(2,3,0,COBBLESTONE)
Block(2,3,2,COBBLESTONE)
Block(2,3,3,COBBLESTONE)
Block(2,3,4,COBBLESTONE)
Block(2,3,6,COBBLESTONE)
Block(2,4,-1,COBBLESTONE)
Block(2,4,0,MOSSY_COBBLESTONE)
Block(2,4,1,COBBLESTONE)
Block(2,4,2,COBBLESTONE)
Block(2,4,3,COBBLESTONE)
Block(2,4,4,COBBLESTONE)
Block(2,4,5,COBBLESTONE)
Block(2,4,6,COBBLESTONE)
Block(2,5,0,MOSSY_COBBLESTONE)
Block(2,5,1,COBBLESTONE)
Block(2,5,2,COBBLESTONE)
Block(2,6,0,COBBLESTONE)
Block(2,6,2,COBBLESTONE)
Block(2,7,0,COBBLESTONE)
Block(2,7,2,COBBLESTONE)
Block(2,8,0,COBBLESTONE)
Block(2,8,1,COBBLESTONE)
Block(2,8,2,COBBLESTONE)
Block(2,9,0,COBBLESTONE)
Block(2,9,1,COBBLESTONE)
Block(2,9,3,COBBLESTONE)
Block(2,10,0,MOSSY_COBBLESTONE)
Block(2,10,1,MOSSY_COBBLESTONE)
Block(2,11,1,MOSSY_COBBLESTONE)

#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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:
#     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 
BlockCheckNot(0,0,0,STATIONARY_WATER) 
BlockCheckNot(0,0,0,LOG) 
BlockCheck(0,-1,0,GRASS,DIRT,GRAVEL) 

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